Fields of Mistria Wiki

The mines, from floor one to floor one hundred

The five mine biomes, what each one drops, and the seal questline that blocks the way deeper.

The short answer

The mines have five biomes starting at floors 1, 20, 40, 60 and 80, each with its own ore, gem, monsters and forageables. Deeper floors unlock through the seal questline, which needs specific items offered at seals in order: water, earth, fire, ruins, then the final seal at floor 100.

The five biomes at a glance

Each biome has its own ore, gem, artifact set and monster roster, and each starts at a fixed floor:

BiomeStartsOreGemNotable forageables
Upper Mines1Copper OreRubymushroom, sweetroot
The Tide Caverns20Iron OreSapphiresea grapes, cave kelp
Deep Earth40Silver OreEmeraldcrystal berries, earthshroom
The Lava Caves60Gold OreDiamondflame pepper, lava chestnuts
Ancient Ruins80Mistril OrePink Diamondspell fruit, essence blossom

The deeper you go, the better the ore — and the harder the monsters. The mines page lists every monster and drop per biome, and the item database has every ore’s price and use.

The seal questline

The mines do not open up by depth alone. Progress is gated by a chain of story quests, each asking you to offer specific items at a seal:

  1. The Water Seal — talk to Eiland about the water tablet, then offer a lantern moth, a ruby, a stone loach and an upper mines mushroom.
  2. The Earth Seal — show Juniper the earth tablet, then offer a coral mantis, a sapphire, an archerfish and cave kelp.
  3. The Fire Seal — translate the fire tablet with Juniper’s help, then offer a faceted rock gem, a rockroot, an emerald and a sealing scroll.
  4. The Ruins Seal — the hardest step: a void decoy from the priestess, then offer breath of fire, a smoke moth, a firesail fish and obsidian. Getting there involves the void mass quest, which needs 5 each of void stone, void powder, void herb and void pearl.
  5. The Final Seal — craft the required items at the Dragon Forge and offer them at the Dragonsworn Tablet on floor 100.

The seals are the main story of the mines, and they are covered in depth in the seal questline guide. The skills page shows the combat and mining perks that make the fights easier.

What the mines pay

Three income streams come out of mining:

  1. Ores and gems. Copper ore bins for 10g, but smelted Copper Ingot sells for 110g — always smelt before shipping. Gems sell for more raw.
  2. Essence. Monsters and clods drop essence stones of every size, which power the perk system. The essence guide explains what to spend it on.
  3. Artifacts. Each biome has its own artifact set for the museum’s archaeology wing, and digging spots in the mines yield them too. The museum guide shows the sets.

Practical tips

  • Stamina is the limit, not time. Bring food or a few cooked dishes; the mines are deep and energy runs out fast.
  • Clods are the safest target. Rock clods have no attack and always drop their ore, plus a chance of a rare. Clear them for steady income between fights.
  • Fishing in the mines is a separate pool. Each biome’s water has its own five fish, with no season or weather restrictions. The fishing guide has the full list.

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