The Village is on edge. Rumors of monsters, bandits and other evildoers roaming the countryside have been swirling from the tongues of the townspeople and out into the streets. An overbearing sense of unease can be felt in every corner of the small outpost.
The local soothsayer recently foretold the appearance of an otherworldly Dungeon, ripe with danger yet teeming with tremendous wealth. This vision, coupled with the alarming rumors engulfing the town, has the Village buzzing with a nervous energy.
It's against this ominous backdrop that a hooded traveler appears in the center of town. A crowd forms around him as if pulled by some strange gravity, and the man lays down his pack and speaks. He speaks of a mysterious door that materialized in front of his very eyes, right at the base of the great mountain that looms over the Village.
Could this strange door be the entrance to the Dungeon prophesied by the soothsayer? Could the fortune contained within truly exist?
The four Great Houses of the Village  the Warriors, the Mages, the Rangers and the Assassins  have gathered their forces to search for the treasure rumored to lay scattered within the chambers of the Dungeon. Will you join their ranks on the quest for glory?
Welcome to Dungeon Miners
Dungeon Miners is a fully onchain, procedurallygenerated dungeon crawler where players can mine for and mint NFTs that evolve as more and more NFTs are minted in an attempt to escape a 48chamber dungeon and win ETH prizes.
Miner NFTs represent a hero's journey through the chambers of that dungeon, with each chamber providing a chance to score better gear, collect gold, battle monsters and more.
Miners that can clear all 48 chambers without dying earn the right to withdraw an ETH prize from a prize pot that grows each time a new Miner NFT is minted.
Each Miner starts in an empty chamber. Every time a new Miner NFT is minted, every Miner in the dungeon will move into the next chamber in their dungeon grid. What happens in that chamber is different for every Miner  they could run into a monster, find a treasure chest or even find a revive potion that can bring them back to life if they die. There are 18 potential encounter types, so you never know what you'll find.
Your Miner didn't make it? No sweat. All Miner NFTs turn into a profile picture NFT once their escape attempt is over. Even better, each Miner NFT also doubles as a chance to win ETH every time someone else claims the prize pot! Each time an escape prize is claimed, 10 percent of the winnings will be sent to a pseudorandom token holder via an oncontract function. Hold onto your Miner NFTs  they may bring you good fortune.
There's a lot to explore in the world of Dungeon Miners. Hit the Guide page to dig into the game mechanics or head over to the Stats section to see what other Miners have been up to in the dungeon. Happy mining!
How The Game Works
Miner NFTs must be mined before they can be minted. This serves as both a security measure and a randomization mechanic for the game. You don't need any special hardware, though  the process of mining can be performed by your web browser!
Mining for a Miner NFT is simple  here's a quick video showing how it's done.
If you want to know more, keep reading. Otherwise you can hop right into the game from the Play page.
When you mine for an NFT, your browser loops through thousands of values in an attempt to solve a math problem. When the problem is solved, you can submit the solution to the Dungeon Miners smart contract to mint a Miner. Your new Miner NFT will be assigned a unique token hash that looks something like this:
This hash may look like a random mess, but it's actually the special sauce that brings Dungeon Miners to life. Each Miner NFT's token hash is unique and is used to determine its visual attributes, starting statistics and gear items. That particular hash would result in the following Miner NFT:
Our Miner  we'll call him "Miner #1"  has entered the dungeon with 234 HP (health points), 104 AP (armor points), 56 ATK (attack points) and 71 SPD (speed points). He's started with Rusty Chainmail armor, Rusty Chainmail Pants, Heavy Boots and Brass Knuckles. All of these starting values were read from the token hash! He's also a Warrior, which is one of the four available classes you can choose when minting a Miner. You can read up on classes and how exactly starting values are calculated in the Guide if you want to really sink your teeth in, but for now let's take a look at what's happening in our dungeon.
The square at the topleft of our Miner NFT represents Miner #1's spawn chamber. The rest of the squares on the grid represent the dungeon chambers that Miner #1 needs to pass through to make it to the exit, which is the chamber at the bottomright of our grid. There are 46 unopened chambers that Miner #1 will need to explore to escape from the dungeon. The next chamber we need to pass through is indicated by the flashing chamber marker on our grid.
So how do we move to the next chamber? We need someone to mine and mint another Miner NFT!
When a new Miner NFT is minted, its unique token hash will be combined with our Miner's token hash and rehashed to create a new hash called an encounter hash. This encounter hash is read in the same way that our token hash was when we generated our starting statistics, but this time the hash is used to determine what happens in our next dungeon chamber.
Let's pretend that somebody else just minted the next Miner, Miner #2. Miner #2 enters the dungeon and opens the next chamber for every Miner NFT that came before it. To determine what happens in Miner #1's next chamber, we combine Miner #1's token hash with Miner #2's token hash, rehash it, and we have our encounter hash:
Miner #1 encountered a skeleton! He defeated the skeleton, but lost 16 HP and 16 AP in the process. One step closer to the exit! Let's keep going.
Let's again pretend that one someone minted a new Miner, this time Miner #3. Let's see what happens to Miner #1 in the next chamber based on the new encounter hash (Miner #1's token hash + Miner #3's token hash, rehashed):
Phew, no monster this time. Our Miner found a buff chamber! He'll be stronger for the next 3 turns. It looks like his AP also regenerated by 2 points  this is because our Miner is a Warrior, and Warriorclass Miners have a skill called Fortify that regenerates 2 AP per chamber. Pretty sweet, right? You can learn about the different classes and their associated skills in the Guide.
As the community mines and mints new tokens, our Miner will continue to progress through the dungeon along with all of the other Miners. Every Miner will continue to move from chamber to chamber until they either die or escape from the dungeon.
When a Miner dies or escapes, their Miner NFT turns into a PFPstyle NFT that shows the Miner equipped with the gear they found in the dungeon. The frame of the image will be colorcoded to show how far they made it into the dungeon before dying (or escaping). A Miner NFT in this stage looks something like this:
Well, that about wraps up the simple introduction to Dungeon Miners. There's a lot more to the game, so it'd be a good idea to read up on how your premint choices and different encounter calculations can affect your Miner's journey through the dungeon. Head on over to the Guide to learn more, or jump right into the game on the Play page!
Guide
Dungeon Miners is packed with complex mechanics that dictate how the gameplay is calculated. This guide serves as a pseudowhitepaper as well as a detailed codex of the game mechanics to help break down how and why the game functions as it does.
Imagine that Oregon Trail and Dungeons & Dragons fell in love and had a baby, and that baby lives on the Ethereum blockchain. Dungeon Miners is something like that... but instead of wizards and dysentery you get dynamic onchain NFTs and ETH prizes.
Dungeon Miners is a mineable NFT project that functions as a communityrun, passive dungeon crawler game. NFTs minted in this project are called Miner NFTs, and each Miner NFT represents a single hero  called a Miner  and their attempt to escape a 48chamber dungeon. Each chamber in the dungeon will contain an encounter that will affect your Miner in some way. If your Miner moves through each of these chambers and reaches the dungeon exit without dying, you'll be eligible to withdraw a potentially large sum of ETH from the prize pot as a reward.
The prize pot grows every time someone mints a new Miner NFT. Of the 0.08 ETH base mint cost, 0.06 ETH goes directly into the prize pot. When a winner withdraws a prize from the prize pot, they will receive 90 percent of their eligible winnings, while the remaining 10 percent will be sent to the owner of another Miner NFT holder based on an unchangable oncontract calculation.
There's even more to be excited about under the hood. Dungeon Miners employs several novel smart contract features that have either never been seen before in an NFT project or haven't been pushed to the limits seen in Dungeon Miners.
Mineable NFTs
NFTs must be mined before they are minted. This is a technology first pioneered by Andrew Parker, the developer behind POW NFT, to address some of the shortcomings of the traditonal NFT drop. You can see his motivations for experimenting with mineable NFTs on the POW NFT Whitepaper.
In addition to the reasons spelled out in his whitepaper, implementing mining in an NFT project also adds something to the project that otherwise would not exist without a thirdparty solution: randomness.
There is no such thing as randomness in a deterministic system. The Ethereum Virtual Machine, which is what allows smart contracts to run on the network, is deterministic by design. That means that the state of the system at any given point in time can always be reproduced when given the same initial starting condition. This is important for the integrity of the Ethereum network, but it also makes it difficult for developers to add randomness to their contracts. The mining process adds a layer of randomness to the project through the keccak256 hashing algorithm that powers the Dungeon Miners engine.
100% On Chain
Most NFT projects, at their core, are very simple. Their contracts store token ids of the respective NFTs in their project along with a metadata URL for each. The files located at those URLs should contain all of the information about the NFT that they represent.
That's all fine and dandy until the server hosting these files crashes, or the DNS record for the domain expires, or the creators of the project rug and run off with your money and shut down the site. When those URLs stop working, all of the data about the NFTs represented by those files is gone forever. The only thing that remains on the smart contract is the token id and a broken link.
A common solution for this is to use IPFS (InterPlanetary File Storage). IPFS is an onchain data storage solution where distributed nodes host data files on behalf of users. These files, once uploaded, are unchangeable by nature  the same way that blocks on a blockchain are unchangeable. They are hosted across many nodes and their contents are verified, so you can trust that nobody is changing the data of a given NFT. This also means that NFTs whose metadata is hosted on IPFS can't be updated without changing the metadata URL stored on the contract, which (if implemented) can be costly and is a potential vector for abuse if an authorized wallet is compromised.
Dungeon Miners is different. Every single piece of metadata about a Miner NFT  including the image itself  is generated and returned directly from the contract at the moment the data is requested. This is done by leveraging the power of data URIs, which are inline, encoded text representations of a small files. There are a bunch of generative art projects out there that utilize data URIs to return their NFT data, but all of them are very basic  shapes, small pixelated profile pictures, etc.
Dungeon Miners takes this concept to the next level. Every interaction that a Miner has in the dungeon is calculated during the data URI construction process  monster battles and associated damage calculations, gear collection, buff and debuff counters, and so much more  all calculated in memory, on the fly. Not only are the data points for the Miner being calculated, but the actual image representing the NFT is also built during this process.
For the Miner avatars alone, there are 97 different gear items, 16 skintones, 4 eye types, 13 eye colors, 8 hair types with variable assets based on the type of headgear your Miner is wearing, 8 hair colors and 8 mouth types. Your Miner's gender will change how these attributes are rendered, and 4 different class types that alter your Miner's appearance between genders. All of these assets have small and large versions that display differently on the indungeon and profile picture versions of the NFT.
It's an incredibly complicated generation process. There's nothing like it when it comes to onchain generative art. The result is an alwaysevolving ecosystem where changes to a Miner NFT propogate in realtime, forever.
Gasless Gameplay
When you mine for and mint a Miner NFT, you pay the mint fee and associated gas costs to bring that NFT into existence. Once your NFT has been minted, though, you don't need to submit any additional transactions for that Miner to start journeying through the dungeon. Whenever anyone mints a new Miner NFT on the contract, your Miner will automatically move into the next chamber in its dungeon grid and the associated encounter will be calculated and displayed on your NFT.
Many onchain games require a transaction to change the status of a character, whether that be updating stats or moving through the game's world. Storing data on the contract is costly and users are on the hook for the price. Most onchain gaming projects have moved to Layer 2 solutions as a result, which is a great solution for many of those projects  but the OG of NFT chains is mainnet Ethereum.
You can certainly mine for and mint another Miner NFT if you want to push every active Miner into their next chamber, but you can just sit back and wait for the community to mint more Miner NFTs if you want to just kick back and watch your Miner explore.
ETH Prizes
The goal of Dungeon Miners is for your Miner to clear all 48 chambers in their dungeon grid without dying. Doing so allows the owner of that Miner NFT to withdraw a potentially large sum of ETH from the prize pot that is constantly being filled up when people mint new Miner NFTs.
Whenever a prize is claimed from the prize pot, 90 percent of the eligible ETH will be sent to the owner of the escaped Miner NFT. The remaining 10 percent, however, will be sent to the owner of an existing Miner NFT as determined by an algorithm in the prize redemption function on the contract. This means that every owner of a Miner NFT has the chance to automatically receive 10 percent of someone else's prize just by holding a Miner NFT!
When balancing the game mechanics, I ran more than 1,000,000 escape attempt simulations to determine the average winner frequency and prize amount. On average, a winning Miner NFT was minted every 41 mints, which makes the average primary prize amount 2.214 ETH and the average secondary prize amount 0.246 ETH. Not too shabby.
The mining mechanic of Dungeon Miners is the single most important piece of the entire puzzle. This unique feature, first pioneered by POW NFT, takes the concept of cryptocurrency mining and applies it to NFT minting.
The crux of the concept is that you must earn the right to mint a Miner NFT by solving a math equation (really, your computer solves the equation  you just sit back and relax). Once you've solved the equation, you submit the proof to the Dungeon Miners smart contract. The smart contract verifies that you've solved the equation before allowing you to mint the next Miner NFT. Whenever a new Miner NFT is minted, the math equation is adjusted and a new challenge is issued for the right to mint the next Miner NFT.
The equation that needs to be solved is simple at its core: Given a range of numbers, find a number that is greater than or equal to x and less than y. In the case of Dungeon Miners, the total range of numbers is from 0 to 115,792,089,237,316,195,423,570,985,008,687,907,853,269,984,665,640,564,039,457,584,007,913,129,639,935. Why this range? Well, it's the range of numbers than can be expressed by a 64character hexadecimal number  that is, a number represented in base16 format rather than base10. A 64character hexadecimal number looks something like this:
In base16, there are 16 base numbers: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, and f, where a = 10, b = 11, c = 12, d = 13, e = 14 and f = 15. Here's a little chart to demonstrate:
Base10
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
...
Base16
0
1
2
3
4
5
6
7
8
9
a
b
c
d
e
f
10
11
12
13
14
...
So if we wanted to represent the smallest value possible using a 64character hexadecimal number, we would write 64 consecutive "0" characters. If we wanted to represent the largest value possible using a 64character hexadecimal number, we would write 64 consecutive "f" characters. The smallest value would equal 0 in base10. The largest value would equal 115,792,089,237,316,195,423,570,985,008,687,907,853,269,984,665,640,564,039,457,584,007,913,129,639,935 in base10.
Let's get back to our math equation. Now that we understand the total range of possible numbers, we need to find a number that is greater than or equal to x and less than y. Those variables, x and y, change every time a Miner NFT is minted, but the range of numbers between the two variables stays constant. The values of x and y aren't a secret, so finding a number between them should be super easy, right? Well, yes... but also no.
Simply knowing what a valid number would be doesn't do us any good because of the way potential solutions are validated in the Dungeon Miners smart contract. The smart contract isn't expecting to receive a number that solves the equation. Rather, the smart contract is expecting to receive a few pieces of data that it will then run through an algorithm to generate what's known as a hash. This hash represents a  wait for it  64character hexadecimal number (ðŸ¤¯). This number is then checked to see if it is greater than or equal to x and less than y.
I'm sure you've noticed hashes mentioned juuuust a few times on this site already: token hashes, encounter hashes, turn hashes... As you can see, they're integral to the Dungeon Miners engine. So what exactly are they?
In short, a hash is the result of a mathematical algorithm that takes an input of arbitrary length and returns an output of a fixed length. The output of a hashing algorithm will always be the same when given a particular input. This concept is used in cryptography as a way to verify data blindly by comparing the hash of that data against an expected hash value.
The hashing algorithm used in Dungeon Miners is called keccak256. The keccak256 hashing algorithm always returns a hash in the form of a 64character hexadecimal number. Go ahead and type in the input field below. The text that you type will be run through the keccak256 algorithm and returned as a hash.
Notice how the hash changes when the input changes. Try typing "I love Dungeon Miners" into the input field (case sensitive). The hash returned should be eb71012aa79ca9ee6424f36efcf8a4e32bb913ead3c71b7493ac80911fed4fe4. Pretty sweet, right? Now let's see how we can use the keccak256 hashing algorithm to solve our math equation.
Below you'll see another input field followed by a rectangle representing the total range of numbers that can be represented by a hash. In the middle of that rectangle is a smaller, green rectangle representing the range of numbers between x and y that will solve our equation.
Type into the input field to generate a hash. As you type, you'll see a marker move around the rectangle indicating where in the range that hash value falls. If the hash value is greater than or equal to x and less than y, you've solved the equation!
This is a simplified version of the difficulty equation in the Dungeon Miners smart contract, but it's helpful to illustrate how the process works. In reality, the data hashed by the smart contract to solve the equation isn't a piece of text  it's a combination of several items unique to the person doing the mining.
The first variable is the wallet address of the person who is mining for the NFT. The second is the token hash of the most recentlyminted Miner NFT. The third is a nonce (short for "number used only once"), which is a number that is incremented by one every time a hash is generated that does not solve the equation.
keccak256(address,prevHash,nonce)
address = the Ethereum wallet address of the person mining
prevHash = the hash of the most recentlyminted Miner NFT
nonce = an incrementing number
When you have successfully found a hash that solves the equation, you are prompted to choose a class, gender, and optional starting item. The class you choose will change the way that certain chambers are calculated and will also change the starting stat ranges for your Miner. The gender you choose will select the gender of your Miner, but the effect is cosmetic only. You may opt to start your Miner with a starting item that will give them a small boost to a stat (or set of stats) for a small upfront ETH cost. These items are not required to play, but some people may want to give their Miners a boost right off the bat. The optional items are:
Item
Cost
HP Buff
AP Buff
ATK Buff
SPD Buff
None
0 ETH
0
0
0
0
Health Potion
0.005 ETH
+15
0
0
0
Simple Bracers
0.005 ETH
0
+15
0
0
Strength Potion
0.005 ETH
0
0
+10
0
Strong Coffee
0.005 ETH
0
0
0
+10
Cooked Dinner
0.0075 ETH
+15
0
0
+10
Soldier Training
0.0075 ETH
0
+15
+10
0
Ancient Blessing
0.01 ETH
+15
+15
+10
+10
Once you've made your choices, those choices along with your mining hash are submitted to the Dungeon Miners smart contract. If the data submitted to the contract successfully solves the difficulty equation, the mint function is unlocked and a new Miner NFT is created. A token hash is generated for the new Miner NFT, which is used to determine the base starting statistics, gear items and visual attributes of the Miner as well as new x and y variables for the difficulty equation. This token hash will also be used to generate encounter hashes for any chambers opened in previous Miner NFTs.
Phew. Now that we've covered the mining and minting process, let's take a look at how the token hash is used to determine the base starting statistics, gear items and visual attributes of our Miner by examining a sample token hash.
Characters 12 (c1) are used to calculate Base Health Points (HP).
Characters 34 (d5) are used to calculate Base Armor Points (AP).
Characters 56 (6c) are used to calculate Base Attack Power (ATK).
Characters 78 (2c) are used to calculate Base Speed (SPD).
Characters 3334 (18) are used to calculate the starting headgear gear item.
Characters 3536 (02) are used to calculate the starting armor gear item.
Characters 3738 (75) are used to calculate the starting pants gear item.
Characters 3940 (21) are used to calculate the starting footwear gear item.
Characters 4142 (6a) are used to calculate the starting weapon gear item.
Characters 4344 (15) are used to calculate skin tone.
Characters 4748 (4b) are used to calculate eye color.
Characters 4950 (39) are used to calculate eye type.
Characters 5152 (db) are used to calculate mouth type.
Characters 5354 (fa) are used to calculate hair type.
Characters 5556 (70) are used to calculate hair color.
There are four unique classes that you can choose from when minting a Miner: Warrior, Mage, Ranger and Assassin.
Each class has a unique set of class skills that changes the way that certain game mechanics are calculated. A Miner's starting statistics  Health Points (HP), Armor Points (AP), Attack Power (ATK) and Speed (SPD)  also vary between classes.
Keeping the gameplay balanced across all classes was a major point of focus during development. I ran several sets of large simulations (1,000,000 simulations per set, 250,000 per class) and rebalanced the class skills and starting statistic ranges until the survivability of each class was consistently within an acceptable range of one another.
Your choice of class will also change how the profile picture version of your NFT will look:
Male and Female Warriors have a clean appearance.
Male Mages have beards. The whites of the eyes of female Mages are tinted blue.
Male and Female Rangers have long noses and elfish ears.
Male Assassins have facial stubble. Female Assassins have scarred faces.
WARRIOR
CLASS SKILLS
Fortify, Hubris
BASE HP
200247
BASE AP
7598
BASE ATK
4063
BASE SPD
4063
Warriorclass Miners are hardened individuals who rely on their brute strength to conquer the challenges of the dungeon.
Warriors are physically the strongest of the classes, and their Fortify skill allows them to be more aggressive in their encounters in the dungeon. Fortify regenerates 2 AP to Warriorclass Miners every time they enter a new chamber. If the Miner's Base AP is full, no AP will be restored.
Warriors' strength can also lead to carelessness. The Hubris skill  if you can call it a skill  means that when Warriors take damage, they split the damage evenly between their HP and AP. The other classes absorb 2/3 of taken damage into their AP and the remainder is applied to their HP. If the damage cannot be evenly split, the larger of the two values will be dealt to a Warrior's AP.
MAGE
CLASS SKILLS
Ward
BASE HP
195242
BASE AP
85108
BASE ATK
3558
BASE SPD
4063
Mages are cunning Miners who rely on their mystical knowledge to evade danger in the dungeon.
A constant source of fear for most Miners, Curse chambers strike no fear into the hearts of Mages. Mageclass Miners' Ward skill prevents them from being cursed.
RANGER
CLASS SKILLS
Survivalist
BASE HP
175222
BASE AP
80103
BASE ATK
3558
BASE SPD
5073
Rangerclass Miners are quick and resourceful, but are more prone to damage that other classes.
Rangers more than make up for their fragile disposition with their Survivalist skill. Each time a Ranger enters a new chamber, they will restore 3 HP and add an additional 2 points to their Base HP. Those additional 2 points will be empty during the turn they are gained, but you don't see the Rangers complaining.
ASSASSIN
CLASS SKILLS
Fiendish Friends, Light Steps
BASE HP
225272
BASE AP
90113
BASE ATK
3053
BASE SPD
5073
Assassins are often regarded as nefarious individuals, and their associates aren't much better. Questionable characters seem to follow these Miners wherever they go.
Assassins benefit from their choice in companions with their Fiendish Friends skill. When Assassinclass Miners encounter a Thief in the dungeon, these usually cutthroat crooks will hand over an Uncommon or Rare tier item instead of stealing gold.
Assassins also tread lighter than most in the dungeon. Their Light Steps skill means they only take half damage from Traps.
While exploring the dungeon, your Miner will traverse through dungeon chambers  each containing of one of 18 different encounter types.
Any time anyone mints a new Miner NFT after your Miner has entered the dungeon, your Miner will enter a new chamber. The unique hash of your Miner  which was generated during the mining process  will be combined with the newly minted Miner NFT's unique hash and rehashed to generate a unique encounter hash. This encounter hash is unique to your Miner NFT and is used to determine what happens in the chamber your Miner just entered.
Every encounter hash is a 64character hexadecimal number  that is, a number represented in base16 format rather than base10. It looks something like this:
We can split this hash up into smaller segments and use those segments to calculate a variety of different game mechanics.
The encounter type value determines which type of encounter your Miner will have in a chamber. The encounter type value is read from the 29th32nd characters of the encounter hash. Those four characters represent a number in base16 (hexadecimal) format from a numerical range starting at 0 and ending at 65,535 where "0000" equals 0 and "ffff" equals 65,535.
This potential encounter type value range (065,535) is split up into 18 asymmetrical sections, each representing a different encounter type. Which section a Miner's encounter type value falls within determines the type of encounter they will have in a chamber. Some encounter types are common, whereas some are extremely rare. You can see the odds and numerical ranges of each encounter type in the section below.
In this example, our base16 encounter type value is 2697, which equals 9,879 when converted to base10. That happens to fall within the range of the Crawler encounter type, so our Miner would be battling it out with a Crawler in this chamber!
Want to know the nittygritty details of how each encounter is calculated? Expand the advanced section at the bottom of an encounter type for a detailed breakdown of the mechanics.
SLIME
ENCOUNTER ODDS
9.375%
BASE HP
70117
BASE ATK
1538
BASE SPD
3558
Slimes are slow, somewhat weaker enemies that your Miner may encounter while they traverse the dungeon. Slime encounters are monster battles, which means your Miner and a Slime will engage in a turnbased battle until one of the characters dies.
Slimes will spawn with a Base HP value between 70117*, a Base ATK value between 1538* and a Base SPD value between 3558.
* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.
If the encounter type value extracted from your encounter hash is between 06,143 you will encounter a Slime.
A Slime's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:
Base HP = 70 + hpMod + (10 * (level  1))
Base ATK = 15 + atkMod + (5 * (level  1))
Base SPD = 35 + spdMod
Where:
hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base10 and divided by 48
atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base10 and divided by 24
spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base10 and divided by 24
level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number
Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base10, so we take the remainder of 200 / 48, which is 8), which gives the Slime a Base HP value of 78 (70 + 8 + (10 * (1  1))). The atkMod variable is 13 (b5 = 181 in base10, so we take the remainder of 181 / 24, which is 13), which gives the Slime a Base ATK value of 28 (15 + 13 + (5 * (1  1))). The spdMod variable is 7 (7f = 127 in base10, so we take the remainder of 127 / 24, which is 7), which gives the Slime a Base SPD value of 42 (35 + 7).
Monster battles in Dungeon Miners are turnbased, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.
In this guide, when a "turn" is mentioned, it refers to a set of two potential actions  an attack by a Miner and an attack by a monster.
Which character goes first on any given turn is determined by comparing the turnadjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.
A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then rehashing it to create a new 64character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:
The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier. The Slime's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.
In this example, the Miner's turn speed modifier is 5 (4d = 77 in base10, so we take the remainder of 77 / 24, which is 5), and the Slime's turn speed modifier is 22 (5e = 94 in base10, so we take the remainder of 94 / 24, which is 22).
When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from 4 to 4, not including 0.
The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base16 to base10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Slime's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.
In this example, the Miner's turn attack modifier is 1 (83 = 131 in base10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get 1), and the Slime's turn attack modifier is 2 (7d = 125 in base10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).
When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.
When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warriorclass Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.
Turns will continue until a character dies.
If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.
CRAWLER
ENCOUNTER ODDS
9.375%
BASE HP
65112
BASE ATK
2548
BASE SPD
5073
Crawlers are menacing creatures that prowl the depths of the dungeon, stalking their prey. Crawler encounters are monster battles, which means your Miner and a Crawler will engage in a turnbased battle until one of the characters dies.
Crawlers will have a Base HP value between 65112*, a Base ATK value between 2548* and a Base SPD value between 5073.
* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.
If the encounter type value extracted from your encounter hash is between 6,14412,287 you will encounter a Crawler.
A Crawler's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:
Base HP = 65 + hpMod + (10 * (level  1))
Base ATK = 25 + atkMod + (5 * (level  1))
Base SPD = 50 + spdMod
Where:
hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base10 and divided by 48
atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base10 and divided by 24
spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base10 and divided by 24
level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number
Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base10, so we take the remainder of 200 / 48, which is 8), which gives the Crawler a Base HP value of 73 (65 + 8 + (10 * (1  1))). The atkMod variable is 13 (b5 = 181 in base10, so we take the remainder of 181 / 24, which is 13), which gives the Crawler a Base ATK value of 38 (25 + 13 + (5 * (1  1))). The spdMod variable is 7 (7f = 127 in base10, so we take the remainder of 127 / 24, which is 7), which gives the Crawler a Base SPD value of 57 (50 + 7).
Monster battles in Dungeon Miners are turnbased, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.
In this guide, when a "turn" is mentioned, it refers to a set of two potential actions  an attack by a Miner and an attack by a monster.
Which character goes first on any given turn is determined by comparing the turnadjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.
A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then rehashing it to create a new 64character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:
The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier. The Crawler's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.
In this example, the Miner's turn speed modifier is 5 (4d = 77 in base10, so we take the remainder of 77 / 24, which is 5), and the Crawler's turn speed modifier is 22 (5e = 94 in base10, so we take the remainder of 94 / 24, which is 22).
When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from 4 to 4, not including 0.
The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base16 to base10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Crawler's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.
In this example, the Miner's turn attack modifier is 1 (83 = 131 in base10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get 1), and the Crawler's turn attack modifier is 2 (7d = 125 in base10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).
When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.
When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warriorclass Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.
Turns will continue until a character dies.
If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.
POISON BAT
ENCOUNTER ODDS
9.375%
BASE HP
60107
BASE ATK
1538
BASE SPD
5578
Poison Bats are speedy beasts who commonly wait among the stalagtites until disturbed. When alerted, they will swoop down swiftly to attack from above. Poison Bat encounters are monster battles, which means your Miner and a Poison Bat will engage in a turnbased battle until one of the characters dies.
Poison Bats will have a Base HP value between 60107*, a Base ATK value between 1538* and a Base SPD value between 5578.
* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.
If the encounter type value extracted from your encounter hash is between 12,28818,431 you will encounter a Poison Bat.
A Poison Bat's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:
Base HP = 60 + hpMod + (10 * (level  1))
Base ATK = 15 + atkMod + (5 * (level  1))
Base SPD = 55 + spdMod
Where:
hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base10 and divided by 48
atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base10 and divided by 24
spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base10 and divided by 24
level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number
Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base10, so we take the remainder of 200 / 48, which is 8), which gives the Poison Bat a Base HP value of 68 (60 + 8 + (10 * (1  1))). The atkMod variable is 13 (b5 = 181 in base10, so we take the remainder of 181 / 24, which is 13), which gives the Poison Bat a Base ATK value of 28 (15 + 13 + (5 * (1  1))). The spdMod variable is 7 (7f = 127 in base10, so we take the remainder of 127 / 24, which is 7), which gives the Poison Bat a Base SPD value of 62 (55 + 7).
Monster battles in Dungeon Miners are turnbased, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.
In this guide, when a "turn" is mentioned, it refers to a set of two potential actions  an attack by a Miner and an attack by a monster.
Which character goes first on any given turn is determined by comparing the turnadjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.
A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then rehashing it to create a new 64character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:
The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier. The Poison Bat's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.
In this example, the Miner's turn speed modifier is 5 (4d = 77 in base10, so we take the remainder of 77 / 24, which is 5), and the Poison Bat's turn speed modifier is 22 (5e = 94 in base10, so we take the remainder of 94 / 24, which is 22).
When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from 4 to 4, not including 0.
The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base16 to base10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Poison Bat's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.
In this example, the Miner's turn attack modifier is 1 (83 = 131 in base10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get 1), and the Poison Bat's turn attack modifier is 2 (7d = 125 in base10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).
When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.
When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warriorclass Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.
Turns will continue until a character dies.
If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.
SKELETON
ENCOUNTER ODDS
9.375%
BASE HP
80127
BASE ATK
3053
BASE SPD
4063
The reanimated Skeletons of past Miners roam the halls of the dungeon, taking out their vengeance on anything and everything they come across. Skeleton encounters are monster battles, which means your Miner and a Skeleton will engage in a turnbased battle until one of the characters dies.
Skeletons will have a Base HP value between 80127*, a Base ATK value between 3053* and a Base SPD value between 4063.
* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.
If the encounter type value extracted from your encounter hash is between 18,43224,575 you will encounter a Skeleton.
A Skeleton's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:
Base HP = 80 + hpMod + (10 * (level  1))
Base ATK = 30 + atkMod + (5 * (level  1))
Base SPD = 40 + spdMod
Where:
hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base10 and divided by 48
atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base10 and divided by 24
spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base10 and divided by 24
level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number
Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base10, so we take the remainder of 200 / 48, which is 8), which gives the Skeleton a Base HP value of 88 (80 + 8 + (10 * (1  1))). The atkMod variable is 13 (b5 = 181 in base10, so we take the remainder of 181 / 24, which is 13), which gives the Skeleton a Base ATK value of 43 (30 + 13 + (5 * (1  1))). The spdMod variable is 7 (7f = 127 in base10, so we take the remainder of 127 / 24, which is 7), which gives the Skeleton a Base SPD value of 47 (40 + 7).
Monster battles in Dungeon Miners are turnbased, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.
In this guide, when a "turn" is mentioned, it refers to a set of two potential actions  an attack by a Miner and an attack by a monster.
Which character goes first on any given turn is determined by comparing the turnadjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.
A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then rehashing it to create a new 64character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:
The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier. The Skeleton's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.
In this example, the Miner's turn speed modifier is 5 (4d = 77 in base10, so we take the remainder of 77 / 24, which is 5), and the Skeleton's turn speed modifier is 22 (5e = 94 in base10, so we take the remainder of 94 / 24, which is 22).
When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from 4 to 4, not including 0.
The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base16 to base10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Skeleton's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.
In this example, the Miner's turn attack modifier is 1 (83 = 131 in base10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get 1), and the Skeleton's turn attack modifier is 2 (7d = 125 in base10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).
When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.
When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warriorclass Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.
Turns will continue until a character dies.
If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.
TRAP
ENCOUNTER ODDS
5.951%
EFFECT
Take 3247 damage
Trap chambers are scattered throughout the dungeon, waiting for unsuspecting Miners to enter and trip their defenses. Miners will take between 32 and 47 damage points when entering a Trap chamber.
While Trap chambers are dangerous for most Miners, Assassinclass Miners tread lightly in the dungeon. Assassins take 1/2 damage from Traps, so their potential damage taken ranges from 1623.
If the encounter type value extracted from your encounter hash is between 24,57628,475 you will encounter a Trap.
The total damage taken from a Trap chamber is 32 + the Trap damage modifier, which is calculated by taking the 5th and 6th characters of the encounter hash, converting that value from base16 to base10, dividing it by 16 and taking the remainder as our modifier.
If your Miner is an Assassin, the total damage is divided by 2 and rounded down to closest whole number.
CURSE
ENCOUNTER ODDS
5.951%
EFFECT
Take damage equal to 10% of HP
DURATION
5 chambers
Superstitious Miners beware  Curse chambers can spell your doom in the dungeon. Miners who find themselves in a Curse chamber will take damage equal to 10 percent of their current HP. The Curse will linger for the next 4 chambers, dealing damage prior to a Miner's encounter in those chambers.
Curses don't scare Mageclass Miners. Mages' "Ward" class skill makes them immune to Curses.
If the encounter type value extracted from your encounter hash is between 28,47632,375 you will encounter a Curse.
Damage taken from Curses will equal 10 percent of your Miner's current HP or 5, whichever value is higher. Curse damage ignores armor and will be dealt directly to a Miner's HP. Curse damage will be applied at the beginning of any encounter during which a Miner is affected by a Curse.
When a Miner lands on a Curse chamber, they will take Curse damage in that chamber and will remain cursed for 4 more chambers. If your Miner enters a Curse chamber while already cursed, the Curse duration will reset  Curse durations do not stack.
The sprite of a Miner affected by a Curse will emit a purple pulse every few seconds.
BUFF
ENCOUNTER ODDS
5.951%
EFFECT
+4 ATK
DURATION
+3 chambers
The glow of the Buff chamber is a good omen for Miners in the dungeon. Miners who pass through a Buff chamber will have their attack power boosted for the next 3 chambers before the effect wears off.
If the encounter type value extracted from your encounter hash is between 32,37636,275 you will encounter a Buff.
Buff durations do stack, so every Buff chamber will add 3 more chambers to your Miner's overall Buff duration. Buff effects do not stack  the total ATK added to your Miner's Base ATK will always be 4.
The sprite of a Miner affected by a Buff will emit a green pulse every few seconds.
DEBUFF
ENCOUNTER ODDS
5.951%
EFFECT
4 ATK
DURATION
+3 chambers
Debuff chambers are marked by a sickly miasma hanging in the air, affecting all who enter. Miners who have the misfortune of finding themselves in a Debuff chamber will have their attack power reduced for the next 3 chambers before the effect wears off.
If the encounter type value extracted from your encounter hash is between 36,27640,175 you will encounter a Debuff.
Debuff durations do stack, so every Debuff chamber will add 3 more chambers to your Miner's overall Debuff duration. Debuff effects do not stack  the total ATK subtracted from your Miner's Base ATK will always be 4.
The sprite of a Miner affected by a Debuff will emit a red pulse every few seconds.
GOLD
ENCOUNTER ODDS
5.951%
EFFECT
Gain 225 gold
For those Miners lucky enough to stumble across a Gold chamber, the rewards can be great. Gold chambers will contain between 225 gold for Miners to add to their stash.
Gold can be spent at Merchant chambers in exchange for upgraded gear.
If the encounter type value extracted from your encounter hash is between 40,17644,075 you will encounter a Gold chamber.
The total gold found in a Gold chamber is 2 + the Gold found modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier.
THIEF
ENCOUNTER ODDS
5.951%
EFFECT
Lose 116 gold
The dungeon isn't as desolate as you might imagine. Thieves roam the halls, looking for unsuspecting Miners to rob.
If your Miner encounters a Thief, they will hand over between 116 gold to satisfy the Thief's lust for wealth  unless your Miner is an Assassin.
Assassinclass Miners are cut from the same cloth as Thieves. The "Fiendish Friends" class skill will cause a Thief to give your Miner an Uncommon or Rare tier gear item instead of stealing your gold.
If the encounter type value extracted from your encounter hash is between 44,07647,975 you will encounter a Thief.
The total amount of gold stolen by a Thief is 1 + the Gold stolen modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base16 to base10, dividing it by 16 and taking the remainder as our modifier.
If your Miner is an Assassin, they will instead acquire an Uncommon or Rare tier item from a Thief.
The type of gear that Assassinclass Miners will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base16 to base10, dividing it by 5 and taking the remainder as our value.
The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash, converting that value from base16 to base10, dividing it by 123 and taking the remainder as our initial value. We then add 128 to that initial value to get our rarity tier value. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.
The potential gear type values, corresponding gear types and rarity tier character locations are as follows:
0 = Headgear (33rd and 34th characters of the encounter hash)
1 = Armor (35th and 36th characters of the encounter hash)
2 = Pants (37th and 38th characters of the encounter hash)
3 = Footwear (39th and 40th characters of the encounter hash)
4 = Weapon (41st and 42nd characters of the encounter hash)
The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 128250, which corresponds to the value range encompassing all Uncommon and Rare tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Uncommon and Rare gear items looks like this:
128151 = Uncommon 1 (rarity tier id = 1)
152175 = Uncommon 2 (rarity tier id = 2)
176199 = Uncommon 3 (rarity tier id = 3)
200223 = Uncommon 4 (rarity tier id = 4)
224232 = Rare 1 (rarity tier id = 5)
233241 = Rare 2 (rarity tier id = 6)
242250 = Rare 3 (rarity tier id = 7)
Now that we have the gear type value and rarity tier id, we can determine exactly what gear item our Miner will receive.
If the gear type is not a Weapon (gear type value is 3 or less) OR the rarity tier is Uncommon (rarity tier id id is 4 or less), the calculation is as follows:
gear id = rarity tier id + (17 * gear type value)
If our gear type is a Weapon (gear type value is 4) and our rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:
gear id = ((rarity tier id  5) * 4) + 8 + (gear type value * 17)
The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.
EMPTY
ENCOUNTER ODDS
5.951%
EFFECT
None
Empty chambers offer a brief moment of respite amidst the dangers of the dungeon.
If the encounter type value extracted from your encounter hash is between 47,97651,875 you will encounter an Empty chamber.
REST
ENCOUNTER ODDS
5.951%
EFFECT
Restore 730 HP
Rest chambers contain bedding left behind by previous explorers. Miners can restore up to 30 HP by taking a quick power nap before heading off to the next chamber.
If the encounter type value extracted from your encounter hash is between 51,87655,775 you will encounter a Rest chamber.
The total HP restored in a Rest chamber is 7 + the HP restored modifier, which is calculated by taking the 19th and 20th characters of the encounter hash, converting that value from base16 to base10, dividing it by 24 and taking the remainder as our modifier.
GEAR
ENCOUNTER ODDS
4.585%
EFFECT
Acquire a gear item
The belongings of longdeceased Miners lay scattered about the dungeon, waiting for owners to give them new purpose. Gear chambers will provide your Miner with a piece of gear reclaimed from the dusty depths.
Each piece of gear will provide your Miner with increased base statistics. Miners will equip the rarest piece of gear for each of the five gear types, but the unequipped gear items in their inventory still provide stat boosts.
If the encounter type value extracted from your encounter hash is between 55,77658,780 you will encounter a Gear chamber.
The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base16 to base10, dividing it by 5 and taking the remainder as our value.
The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash and converting that value from base16 to base10 to give us our rarity tier value. If the rarity tier value is less than 128, we will add 128 to ensure that the rarity tier of the found gear item is Uncommon or better. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.
The potential gear type values, corresponding gear types and rarity tier character locations are as follows:
0 = Headgear (33rd and 34th characters of the encounter hash)
1 = Armor (35th and 36th characters of the encounter hash)
2 = Pants (37th and 38th characters of the encounter hash)
3 = Footwear (39th and 40th characters of the encounter hash)
4 = Weapon (41st and 42nd characters of the encounter hash)
The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 128255, which corresponds to the value range encompassing Uncommon, Rare, Epic and Legendary tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Uncommon, Rare, Epic and Legendary gear items looks like this:
128151 = Uncommon 1 (rarity tier id = 1)
152175 = Uncommon 2 (rarity tier id = 2)
176199 = Uncommon 3 (rarity tier id = 3)
200223 = Uncommon 4 (rarity tier id = 4)
224232 = Rare 1 (rarity tier id = 5)
233241 = Rare 2 (rarity tier id = 6)
242250 = Rare 3 (rarity tier id = 7)
251252 = Epic 1 (rarity tier id = 8)
253254 = Epic 2 (rarity tier id = 9)
255 = Legendary (rarity tier id = 10)
Some gear items are classspecific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:
0 = Warrior
1 = Mage
2 = Ranger
3 = Assassin
Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.
If the gear type is a Weapon (gear type value is 4) and the rarity tier is Uncommon (rarity tier id is 4 or less) OR the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:
gear id = rarity tier id + (17 * gear type value)
If the gear type is a Weapon (gear type value is 4) and the rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:
gear id = ((rarity tier id  5) * 4) + 5 + class id + (gear type value * 17)
If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:
gear id = ((rarity tier id  9) * 4) + 9 + class id + (gear type value * 17)
The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.
MERCHANT
ENCOUNTER ODDS
4.585%
EFFECT
Purchase a gear item with gold
While most travelers view the dungeon as a place of death and suffering, there is one soul who sees the dingy halls as an opportunity to fatten his pockets. Meet the Merchant, a mysterious old man with a hard face and the glimmer of gold in his eye.
The Merchant will provide you with gear items to aid in your escape  but at a price.
If the encounter type value extracted from your encounter hash is between 58,78161,785 you will encounter a Merchant.
The Merchant will sell your Miner the highestcost gear item that they can afford. The cost for gear items increases by rarity tier:
Uncommon: 25 gold
Rare: 50 gold
Epic: 75 gold
Legendary: 100 gold
If your Miner has enough gold to purchase an item, that cost will be deducted from your Miner's gold count and they will receive a gear item from the associated rarity tier. If your Miner can't afford any items, they will leave the chamber emptyhanded.
The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base16 to base10, dividing it by 5 and taking the remainder as our value.
The potential gear type values, corresponding gear types and rarity tier character locations are as follows:
0 = Headgear (33rd and 34th characters of the encounter hash)
1 = Armor (35th and 36th characters of the encounter hash)
2 = Pants (37th and 38th characters of the encounter hash)
3 = Footwear (39th and 40th characters of the encounter hash)
4 = Weapon (41st and 42nd characters of the encounter hash)
If the highest rarity tier that your Miner can afford is Uncommon, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash, converting that value from base16 to base10, dividing it by 4, then taking the remainder and adding 1 to that remainder.
If the highest rarity tier that your Miner can afford is Rare, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash, converting that value from base16 to base10, dividing it by 3, then taking the remainder and adding 5 to that remainder.
If the highest rarity tier that your Miner can afford is Epic, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash and converting that value from base16 to base10. If that value is even, the rarity tier id of the gear item they will receive will be 8. If that value is odd, the rarity tier id of the gear item they will receive will be 9.
If your Miner can afford a Legendarytier gear item, the rarity tier id of the gear item they will receive will be 10.
Some gear items are classspecific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:
0 = Warrior
1 = Mage
2 = Ranger
3 = Assassin
Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.
If the gear type is a Weapon (gear type value is 4) and the rarity tier is Uncommon (rarity tier id is 4 or less) OR the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:
gear id = rarity tier id + (17 * gear type value)
If the gear type is a Weapon (gear type value is 4) and the rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:
gear id = ((rarity tier id  5) * 4) + 5 + class id + (gear type value * 17)
If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:
gear id = ((rarity tier id  9) * 4) + 9 + class id + (gear type value * 17)
The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner purchased is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.
TREASURE
ENCOUNTER ODDS
2.769%
EFFECTS
Gain 2875 gold and acquire a gear item
Hidden among the dreary and dangerous chambers of the dungeon lie pockets of lavish wealth known as Treasure chambers. Stumbling across these glimmering rooms is a Miner's dream, for they provide not only large sums of gold but rare gear items to make escaping the dungeon more likely.
Treasure chambers will line your Miner's pockets with between 2875 gold and a gear item from either Rare, Epic or Legendary rarity tiers.
If the encounter type value extracted from your encounter hash is between 61,78663,600 you will encounter a Treasure chamber.
The total gold found in a Treasure chamber is 28 + the Gold found modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base16 to base10, dividing it by 48 and taking the remainder as our modifier.
The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base16 to base10, dividing it by 5 and taking the remainder as our value.
The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash, converting that value from base16 to base10, dividing it by 32, then taking the remainder and adding 224 to that remainder. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.
The potential gear type values, corresponding gear types and rarity tier character locations are as follows:
0 = Headgear (33rd and 34th characters of the encounter hash)
1 = Armor (35th and 36th characters of the encounter hash)
2 = Pants (37th and 38th characters of the encounter hash)
3 = Footwear (39th and 40th characters of the encounter hash)
4 = Weapon (41st and 42nd characters of the encounter hash)
The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 224255, which corresponds to the value range encompassing Rare, Epic and Legendary tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Rare, Epic and Legendary gear items looks like this:
224232 = Rare 1 (rarity tier id = 5)
233241 = Rare 2 (rarity tier id = 6)
242250 = Rare 3 (rarity tier id = 7)
251252 = Epic 1 (rarity tier id = 8)
253254 = Epic 2 (rarity tier id = 9)
255 = Legendary (rarity tier id = 10)
Some gear items are classspecific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:
0 = Warrior
1 = Mage
2 = Ranger
3 = Assassin
Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.
If the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:
gear id = rarity tier id + (17 * gear type value)
If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:
gear id = ((rarity tier id  9) * 4) + 9 + class id + (gear type value * 17)
If the gear type is a Weapon (gear type value is 4), the calculation looks like this:
gear id = ((rarity tier id  5) * 4) + 5 + class id + (gear type value * 17)
The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.
HEAL
ENCOUNTER ODDS
2.769%
EFFECT
Restore HP and AP equal to 50% of Base
The further your Miner travels through the dungeon, the more important Heal chambers become.
A Heal chamber will restore your Miner's HP and AP by 50% of their Base HP and AP, respectively.
If the encounter type value extracted from your encounter hash is between 63,60165,415 you will encounter a Heal chamber.
REVIVE
ENCOUNTER ODDS
0.122%
EFFECT
Gain 1 Revive inventory item
One of the rarest sights in the dungeon, Revive chambers contain a special elixir that your Miner can carry with them to help them ward off death.
If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP.
If the encounter type value extracted from your encounter hash is between 65,41665,495 you will encounter a Revive chamber.
Revives provide insurance against death from all encounters where damage can be taken. If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.
Miners can hold multiple Revives at any given time.
ARMORY
ENCOUNTER ODDS
0.061%
EFFECTS
Acquire a gear item for each gear type
The most elusive of all chambers, the Armory chamber is stocked with the most powerful gear that the dungeon holds. Finding the Armory is a godsend for any Miner hoping to escape the dungeon in one piece.
Miners who find themselves in the Armory will be equipped with a gear item from either the Epic 2 or Legendary rarity tiers for each of the five gear types. Each piece of gear will provide your Miner with increased base statistics.
If the encounter type value extracted from your encounter hash is between 65,49665,535 you will encounter an Armory chamber.
Miners will receive a gear item from the Epic 2 or Legendary rarity tiers for each of the five gear types. The gear type values, corresponding gear types and rarity tier character locations are as follows:
0 = Headgear (33rd and 34th characters of the encounter hash)
1 = Armor (35th and 36th characters of the encounter hash)
2 = Pants (37th and 38th characters of the encounter hash)
3 = Footwear (39th and 40th characters of the encounter hash)
4 = Weapon (41st and 42nd characters of the encounter hash)
The rarity tiers of the gear items that your Miner will receive are determined by the rarity tier id, which is calculated for each gear type by taking the corresponding set of characters from the encounter hash, converting that value from base16 to base10, dividing it by 4 and taking the remainder. If the remainder is less than 4, the rarity tier id of the gear item they will receive will be 9 (Epic 2). If the remainder is 4, the rarity tier id of the gear item they will receive will be 10 (Legendary).
All gear items from the Epic 2 and Legendary rarity tiers are classspecific, so we'll need to factor our Miner's class into our calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:
0 = Warrior
1 = Mage
2 = Ranger
3 = Assassin
Now that we have the gear type values, rarity tier ids and our class id, we can determine exactly what gear items our Miner will receive. The calculations below are run for each of the five gear types.
If the gear type is a not a Weapon (gear type value is 3 or less), the calculation looks like this:
gear id = ((rarity tier id  9) * 4) + 9 + class id + (gear type value * 17)
If the gear type is a Weapon (gear type value is 4), the calculation looks like this:
gear id = ((rarity tier id  5) * 4) + 5 + class id + (gear type value * 17)
The gear ids are the unique identifiers of each particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.
Your Miner can find a variety of gear items during their escape attempt, each of which will help improve their odds of escape in some way. There are 97 different items that Miners can find in the dungeon, split between five categories  headgear, armor, pants, footwear and weapons.
Each category has a different stat bias when giving boosts, which increase as the rarity of the gear item increases.
Type
Uncommon (+8)
Rare (+14)
Epic (+24)
Legendary (+42)
Headgear
HP & ATK
HP, AP & ATK
HP, AP & ATK
HP, AP, ATK & SPD
Armor
HP & AP
HP, AP & ATK
HP, AP & ATK
HP, AP, ATK & SPD
Pants
AP & SPD
AP, AP & SPD
AP, AP & SPD
HP, AP, ATK & SPD
Footwear
HP & SPD
HP, ATK & SPD
HP, ATK & SPD
HP, AP, ATK & SPD
Weapon
ATK & SPD
AP, ATK & SPD
AP, ATK & SPD
HP, AP, ATK & SPD
The rarity of a gear item is reflected in its drop probability. The percentages in the list below detail the likelihood of finding that item in the dungeon (spawn probability / gear chamber probability).
* = Warrior exclusive
* = Mage exclusive
* = Ranger exclusive
* = Assasin exclusive
Headgear
None
SPAWN/DROP ODDS
50% / 0%
HP MOD

AP MOD

ATK MOD

SPD MOD

Bandana
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+3
AP MOD

ATK MOD
+5
SPD MOD

Leather Hat
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+6
AP MOD

ATK MOD
+2
SPD MOD

Rusty Helm
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+2
AP MOD

ATK MOD
+6
SPD MOD

Feathered Cap
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+4
AP MOD

ATK MOD
+4
SPD MOD

Enchanted Crown
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+7
AP MOD
+5
ATK MOD
+2
SPD MOD

Bronze Helm
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+5
AP MOD
+5
ATK MOD
+4
SPD MOD

Assassin's Mask
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+2
AP MOD
+4
ATK MOD
+8
SPD MOD

Iron Helm
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+12
ATK MOD
+6
SPD MOD

Skull Helm *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD

Charmed Headband *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD

Ranger Cap *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD

Misty Hood *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD

Phoenix Helm *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6
Ancient Mask *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6
Genesis Helm *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6
Soul Shroud *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6
Armor
Cotton Shirt
SPAWN/DROP ODDS
50% / 0%
HP MOD

AP MOD

ATK MOD

SPD MOD

Thick Vest
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+3
AP MOD
+5
ATK MOD

SPD MOD

Leather Chestplate
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+4
AP MOD
+4
ATK MOD

SPD MOD

Rusty Chainmail
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+2
AP MOD
+6
ATK MOD

SPD MOD

Longcoat
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+6
AP MOD
+2
ATK MOD

SPD MOD

Chainmail
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+6
AP MOD
+4
ATK MOD
+4
SPD MOD

Bronze Chestplate
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+5
AP MOD
+6
ATK MOD
+3
SPD MOD

Blessed Armor
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+6
AP MOD
+6
ATK MOD
+2
SPD MOD

Iron Chestplate
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+7
ATK MOD
+11
SPD MOD

Skull Armor *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD

Cape of Deception *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD

Mystic Cloak *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD

Shimmering Cloak *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD

Phoenix Chestplate *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6
Ancient Robe *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6
Genesis Cloak *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6
Soul Cloak *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6
Pants
Cotton Pants
SPAWN/DROP ODDS
50% / 0%
HP MOD

AP MOD

ATK MOD

SPD MOD

Thick Pants
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD
+6
ATK MOD

SPD MOD
+2
Leather Greaves
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD
+4
ATK MOD

SPD MOD
+4
Rusty Chainmail Pants
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD
+3
ATK MOD

SPD MOD
+5
Reliable Leggings
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD
+2
ATK MOD

SPD MOD
+6
Padded Leggings
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+2
AP MOD
+4
ATK MOD

SPD MOD
+8
Bronze Greaves
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+3
AP MOD
+5
ATK MOD

SPD MOD
+6
Enchanted Pants
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+5
AP MOD
+5
ATK MOD

SPD MOD
+4
Iron Greaves
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+8
AP MOD
+9
ATK MOD

SPD MOD
+7
Skull Greaves *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+9
ATK MOD

SPD MOD
+9
Swift Leggings *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+9
ATK MOD

SPD MOD
+9
Forest Greaves *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+9
ATK MOD

SPD MOD
+9
Silent Leggings *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+6
AP MOD
+9
ATK MOD

SPD MOD
+9
Phoenix Greaves *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13
Ancient Greaves *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13
Genesis Greaves *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13
Soul Greaves *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13
Footwear
None
SPAWN/DROP ODDS
50% / 0%
HP MOD

AP MOD

ATK MOD

SPD MOD

Sturdy Cleats
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+3
AP MOD

ATK MOD

SPD MOD
+5
Leather Boots
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+4
AP MOD

ATK MOD

SPD MOD
+4
Rusty Boots
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+6
AP MOD

ATK MOD

SPD MOD
+2
Lightweight Shoes
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD
+2
AP MOD

ATK MOD

SPD MOD
+6
Bandit's Shoes
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+2
AP MOD

ATK MOD
+3
SPD MOD
+9
Bronze Boots
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+5
AP MOD

ATK MOD
+4
SPD MOD
+5
Heavy Boots
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD
+6
AP MOD

ATK MOD
+5
SPD MOD
+3
Iron Boots
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD

ATK MOD
+10
SPD MOD
+5
Skull Boots *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD

ATK MOD
+6
SPD MOD
+9
Enchanted Boots *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD

ATK MOD
+6
SPD MOD
+9
Jaguarpaw Boots *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD

ATK MOD
+6
SPD MOD
+9
Lightfoot Boots *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD
+9
AP MOD

ATK MOD
+6
SPD MOD
+9
Phoenix Boots *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13
Ancient Boots *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13
Genesis Boots *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13
Soul Boots *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13
Weapons
Fists
SPAWN/DROP ODDS
50% / 0%
HP MOD

AP MOD

ATK MOD

SPD MOD

Rusty Sword
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD

ATK MOD
+4
SPD MOD
+4
Wooden Club
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD

ATK MOD
+6
SPD MOD
+2
Pickaxe
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD

ATK MOD
+5
SPD MOD
+3
Brass Knuckles
SPAWN/DROP ODDS
9.375% / 18.75%
HP MOD

AP MOD

ATK MOD
+2
SPD MOD
+6
Weathered Greataxe *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+6
SPD MOD
+6
Polished Scepter *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+6
SPD MOD
+6
Poisoned Spear *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+6
SPD MOD
+6
Kusarigama *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+6
SPD MOD
+6
Bronze Sword *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+4
ATK MOD
+4
SPD MOD
+6
Bronze Staff *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+4
ATK MOD
+4
SPD MOD
+6
Bronze Shortsword *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+4
ATK MOD
+4
SPD MOD
+6
Bronze Daggers *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+4
ATK MOD
+4
SPD MOD
+6
Dusty Scmitar *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+4
SPD MOD
+8
Silver Wand *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+4
SPD MOD
+8
Dual Handaxes *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+4
SPD MOD
+8
Dual Shortswords *
SPAWN/DROP ODDS
3.516% / 7.031%
HP MOD

AP MOD
+2
ATK MOD
+4
SPD MOD
+8
Holy Sword *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+7
ATK MOD
+9
SPD MOD
+8
Holy Staff *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+7
ATK MOD
+9
SPD MOD
+8
Holy Bow *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+7
ATK MOD
+9
SPD MOD
+8
Holy Daggers *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+7
ATK MOD
+9
SPD MOD
+8
Soulcutter *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+5
ATK MOD
+9
SPD MOD
+10
Shadow Staff *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+5
ATK MOD
+9
SPD MOD
+10
Shadow Bow *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+5
ATK MOD
+9
SPD MOD
+10
Shadowblades *
SPAWN/DROP ODDS
0.781% / 1.563%
HP MOD

AP MOD
+5
ATK MOD
+9
SPD MOD
+10
Phoenix Blade *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13
Ancient Scepter *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13
Genesis Bow *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13
Soul Daggers *
SPAWN/DROP ODDS
0.391% / 0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13
So your Miner cleared all 48 chambers of the dungeon and lived to tell about it. Now what? Now you get to cash out and collect your winnings!
On the detail view of the winning Miner NFT, the owner of the NFT will see a "Claim ETH" button which will, when clicked, submit a transaction to the Dungeon Miners smart contract to claim the eligible ETH from the prize pot. In this context, "eligible ETH" is any amount of ETH that was deposited into the contract prior to that Miner escaping the dungeon.
This cutoff point was established to make sure winning Miners weren't waiting for the prize pot to fill up even more before claiming the ETH, and in the process draining the potential pot for Miners who were still making their way to the exit.
On that note, if your Miner does escape, you should make sure to claim your prize as soon as you can. If another Miner escapes the dungeon after your Miner but they submit the prize claim first, they can scoop up your potential winnings and leave you with nothing. It's a dogeatdog world out here, so make sure you stay on top of the status of your Miners.
When ETH is claimed from the prize pot, 90 percent of the eligible ETH will be sent to the winner's wallet, while the remaining 10 percent will be sent to the wallet of a pseudorandom Miner NFT holder.
The wallet address of the secondary winner is determined when the claim transaction is processed by the smart contract. First, a 64character hexadecimal (base16) number is generated by running the the token id of the winning Miner NFT combined with the value of the primary payout amount through the keccak256 hashing algorithm. This number is then divided by the total supply of Miner NFTs, and the remainder of that calculation is the token id of the secondary winner. Whoever owns that Miner NFT will receive the 10 percent winnings.
The way that the secondary winner is selected means that you can determine the likely winner in advance, but calculating the recipient of the secondary payout in this way effectively removes any potential vectors that someone could exploit to influence who receives the secondary prize.
Once a prize is claimed, the game continues. Miner NFTs will continue to be minted and the prize pot will fill back up. When another Miner reaches the exit, the owner of that Miner NFT can withdraw any ETH that was deposited into the contract prior to them exiting the dungeon, minus any ETH that had been previously claimed. The game will continue to run in this way indefinitely.
Roadmap
This is where I'm supposed to tell you about the Dungeon Miners roadmap, but the naked truth is that there really isn't one. That's not to say that offchain features won't be added, but the core contracts of Dungeon Miners are unchangeable.
Dungeon Miners was developed as a standalone, selfcontained project. This was intentional  I want everyone to trust that the smart contracts will run the same now as they will at the end of time. Not a single Dungeon Miners smart contract is upgradeable, so you can trust that the algorithms that govern the gameplay will remain immutable.
The Dungeon Miners universe will expand  the path forward isn't decided yet, though. I've left a few functions on the primary Dungeon Miners contract that allow for the pulling of Miner data into external contracts. I can use those functions to extract Miners and give them new life in new projects.
I would love to continue to develop new and unique experiences in the Dungeon Miners world  I have a few ideas on how to allow Miner NFT holders to import their Miners (along with their gear and statistics) into new games, both onchain and offchain. I also have some ideas on how to integrate Dungeon Miners with other projects to allow for crossover experiences to be created.
The bottom line is that Dungeon Miners will continue to evolve into new an exciting realms, but I'm not going to promise anything just yet. I'll take some time to reflect on the possibilities and collaborate with the community to identify the next great adventure in the Dungeon Miners universe.
Stats
The stats section is under construction, but will be active shortly. Thanks for your patience!
Team
Dungeon Miners is a passion project that pays tribute to the early days of video gaming. The brainchild of BigTicket, the project started as an exploration into Solidity development and evolved into a fullyfledged passive gaming experience. Somewhere along that evolutionary path BigTicket realized that his pixel art skills weren't enough to bring his vision to life. Enter MYK31. MYK31's talent helped to bring the Dungeon Miners experience to the next level.