Chest Loot System
Chests scattered through the mine each have a loot level (1–12) that controls passive multipliers, gem drops, and equipment scroll pools.
How it works: One item is chosen at random from the full loot pool.
The pool always contains 3 passive upgrade slots. At levels 1–4, it also contains
1 gem slot and 1 equipment scroll slot (pool size = 5, each item has 20% chance).
At levels 5–12, only passives remain (pool size = 3, each has 33% chance).
Passive multiplier formula:
Levels 1–4: multiplier = loot_level (linear).
Levels 5–12: multiplier = loot_level² (quadratic).
A level-12 chest gives ×144 — a passive with +5% base grants +720% per pick.
Loot Level Overview
| Level | Passive Mult. | Gem Drop | Gem Value | Pool Size | Passive Odds | Gem Odds | Weapon Odds |
|---|---|---|---|---|---|---|---|
| 1 | ×1 | | 70g | 5 | 60% | 20% | 20% |
| 2 | ×2 | | 500g | 5 | 60% | 20% | 20% |
| 3 | ×3 | | 4,000g | 5 | 60% | 20% | 20% |
| 4 | ×4 | | 7,500g | 5 | 60% | 20% | 20% |
| 5 | ×25 | — | — | 3 | 100% | — | — |
| 6 | ×36 | — | — | 3 | 100% | — | — |
| 7 | ×49 | — | — | 3 | 100% | — | — |
| 8 | ×64 | — | — | 3 | 100% | — | — |
| 9 | ×81 | — | — | 3 | 100% | — | — |
| 10 | ×100 | — | — | 3 | 100% | — | — |
| 11 | ×121 | — | — | 3 | 100% | — | — |
| 12 | ×144 | — | — | 3 | 100% | — | — |
Equipment Scroll Pools (Levels 1–4)
When an equipment scroll is won, a random weapon from the level's pool is granted for 10 seconds — full stats for each weapon are on the Weapons page, linked per row below.
Level 1 — Amethyst tier
| Weapon | Tier | Duration | Effect |
|---|---|---|---|
| | gold | 10s | Player has temporary access to Gold Minigun |
| | gold | 10s | Player has temporary access to Gold Rifle |
| | gold | 10s | Player has temporary access to Gold Shotgun |
| | gold | 10s | Player has temporary access to Gold Staff |
| | tier3 | 10s | Player has temporary access to flamethrower_3 |
| | gold | 10s | Player has temporary access to electric_pickaxe_08_gold |
| | tier1 | 10s | Player has temporary access to poison_staff_1 |
Level 2 — Ruby tier
| Weapon | Tier | Duration | Effect |
|---|---|---|---|
| | ruby | 10s | Player has temporary access to Ruby Minigun |
| | ruby | 10s | Player has temporary access to Ruby Rifle |
| | ruby | 10s | Player has temporary access to Ruby Shotgun |
| | ruby | 10s | Player has temporary access to Ruby Staff |
| | tier3 | 10s | Player has temporary access to flamethrower_3 |
| | ruby | 10s | Player has temporary access to electric_pickaxe_09_ruby |
| | tier2 | 10s | Player has temporary access to poison_staff_2 |
Level 3 — Diamond tier
| Weapon | Tier | Duration | Effect |
|---|---|---|---|
| | diamond | 10s | Player has temporary access to Diamond Minigun |
| | diamond | 10s | Player has temporary access to Diamond Rifle |
| | diamond | 10s | Player has temporary access to Diamond Shotgun |
| | diamond | 10s | Player has temporary access to Diamond Staff |
| | tier4 | 10s | Player has temporary access to flamethrower_4 |
| | diamond | 10s | Player has temporary access to electric_pickaxe_10_diamond |
| | tier3 | 10s | Player has temporary access to poison_staff_3 |
Level 4 — Pink Diamond tier
| Weapon | Tier | Duration | Effect |
|---|---|---|---|
| | pinkdiamond | 10s | Player has temporary access to Pink Diamond Minigun |
| | pinkdiamond | 10s | Player has temporary access to Pink Diamond Rifle |
| | pinkdiamond | 10s | Player has temporary access to Pink Diamond Staff |
| | tier4 | 10s | Player has temporary access to flamethrower_4 |
| | pinkdiamond | 10s | Player has temporary access to electric_pickaxe_11_pinkdiamond |
Passive Selection Screen
When a chest gives a Passive Upgrade, the player sees 3 options. The options are biased toward passives that match equipment currently in the player's inventory Each option shows: "Increase [Stat Name] +X%" where X = multiplier × base_per_pick × 100.
Passive multipliers grow sharply at high levels. A level-8 chest (×64 multiplier) gives
a +320% boost to a 5%-base passive per pick — the same as 64 picks from a level-1 chest.
About the Player Pickaxe Mining Speed cap. The pickaxe swing rate is capped at
+2400% (25× the base rate), and a single high-level chest can blow past it on its own
(a level-12 chest grants +720% per pick). The cap does not waste those extra picks:
past +2400% the surplus is converted into bigger hits, so total damage output keeps scaling exactly as
before — it's an animation limit, not a damage penalty. Total mining damage scales as
(1 + Mining Speed) × (1 + Mining Damage), so for the most damage per pick keep the two
roughly balanced rather than pouring everything into one. See the
Passives page and the
FAQ for details.
Employee Miner Speed, by contrast, really is wasted past its cap. Unlike pickaxe
mining speed, there is no damage conversion here — and this passive only affects how fast miners
travel between ore, not how fast they swing. Their movement speed is capped at
10× base (reached at +900%), and their upward/climbing speed caps
even sooner, at 3× base (+200%). Picks beyond those points do nothing.
Since a single deep-biome chest can grant several hundred percent at once, it's easy to overshoot — so
don't keep funneling high-level chests into Employee Miner Speed.