Mine and Training Guide
The two ends of gold: earn it passively in the mine, turn it into permanent power in training.
The simplest loop in Kanveay's economy is this: earn gold, put the gold into stats, and descend deeper as you grow stronger. On this page we take both ends of that loop together. The mine is the game's only passive income — your character works even while you sleep; but set your expectations correctly: the mine does not replace active play, it is a small add-on that runs alongside it (with the numbers below). Training is where the gold really goes: by growing your five stats you gain permanent power in depth runs and in PvP. For the economy as a whole the Economy guide, and for the full combat maths the Combat System guide, are the natural companions to this page.
⛏️ The mine: the one piece of passive content
In the mine you pick a shift: 1, 4 or 8 hours. The moment the shift starts your character goes down to dig and works until the time is up. The earnings calculation is transparent, and the table below is generated directly from the game's own formula (mine_gold):
| Level | Gold per hour | An 8-hour shift | Hunting for the same time |
| 5 | 90 | 720 | ~7,536 |
| 20 | 210 | 1,680 | ~30,000 |
| 50 | 450 | 3,600 | ~75,024 |
| 100 | 850 | 6,800 | ~150,000 |
Do not skip the right-hand column. The mine is a small fraction of active play over the same period — when measured, only 3-11% of hunting (and the ratio falls as you level, because mine income rises linearly with level while active income grows faster). That is why the mine is not a "gold-earning strategy"; it is an add-on that turns the hours you would waste sleeping into a small gain. Its share of the game's economy, under measured conditions, is below one per cent.
Premium members receive a quarter more when they collect the gold. Shift gold is also written to your loot total.
✨ Mine XP: a shift gives experience too
The mine earns not only gold but experience. Each shift hour produces XP equal to thirty per cent of the XP value of 30 energy of active play. This XP is locked in at the start of the shift: even if you level up while the shift runs, the amount calculated at the beginning does not change. It is collected together with the gold at the end of the shift and can level you up. That is serious support for a piece of passive content — especially for players with limited daily playing time, the mine means progress never stops.
🔓 The game does not stop while you are in the mine
While the shift runs you go on playing the rest of the game normally. Hunting, the Well, the Dark Lair, raids, the arena, training — all of it is open; all you see at the top of the screen is a thin strip showing the shift's remaining time.
Note: entering the mine used to lock every other action page. That lock was removed, because when measured the mine gave only 3-11 per cent of hunting for the same time — meaning a player who started a shift lost out every time, and the mine was a system to avoid rather than to play. Now a shift replaces nothing; it is added on top of everything.
The mine's real strength is this: the digging continues even if you log out entirely. Start the shift, close the browser, sleep; when the time is up you come back and collect your gold and XP. The mine is not a system you wait at the screen for, but one you set up as you get up from it.
🚪 The price of leaving early: the shift is cancelled and the gold burns
You can leave the mine before the shift ends, but there is a clear price: the shift is cancelled and both the gold and the XP of that shift burn completely. There is no partial payment — leave in the seventh hour of an eight-hour shift and you get nothing at all. So be realistic when choosing a shift length: if you are not sure when you can come back, pick a short one. Sacrificing a shift for an urgent clan boss or an arena opportunity can sometimes be the right call, but know that it is a deliberate trade.
🕐 Which shift, and when?
- 1 hour: If you are taking a short break. Collect on return and move straight into active play.
- 4 hours: Work, school, a long journey. Turns the dead hours of the day into income.
- 8 hours: Tailor-made for a night's sleep. Start it before bed, collect it at breakfast.
The right order is simple: set up the shift as you get up from the screen. Since the lock is gone you do not have to burn your energy first — you can start the shift and keep playing if you like. The only thing to watch is your energy tank hitting the cap and overflowing: if you are going to be away a long time, spending your banked energy before you go is still profitable, but that is now a general energy rule rather than anything to do with the mine.
🏋️ Training: turning gold into permanent power
Now the other side of the coin. On the training page you invest gold in whichever of your five stats you choose; every investment is permanent, and you never lose a stat in any battle or defeat. Each of the five does a different job in combat — this is not one of those games where "they are all the same, just grow one":
- ⚔️ Strength — raises the base damage you deal when attacking. The engine of the fight.
- 🛡️ Defence — reduces the damage you take; it is the only damage reducer in the game.
- 💨 Accuracy — raises your critical hit chance. The higher it is, the more often you land a critical.
- ❤️ Endurance — enlarges your health pool: each point means roughly +15 health. Stamina for long matches.
- 🧠 Intelligence — raises your critical hit damage and gives first-strike priority in combat.
Note the division of labour between accuracy and intelligence: one sets the frequency of criticals, the other their severity. Grown together they create a multiplier effect.
⚔️ What the stats are worth in combat
Battles are resolved by a simulation lasting at most 30 rounds. Whoever has more intelligence strikes first (on a tie, the attacker) — between two opponents of equal power this can decide the match, because the winner is not whoever is still standing in the last round but whoever has more health left. The shadow of your stats lingers after the fight too: the winner immediately recovers 50% of the damage taken and loses no more than 25% of their maximum health in a single battle; the loser gives up at least 35% of their maximum health and never falls below the 1% floor. (In raids, the Well and the Dark Lair a defeat also has an upper cap by tier — a single loss does not sweep your health away.) Health drops only in battle and regenerates on its own over time. All the formulas are in the Combat System guide.
📈 The cost curve: cheap early, compounding above
The critical fact about training is the cost curve: the price of a stat's next point rises cubically with its current value. The prices below are read from the game's own train_cost() function — so when the multiplier that balances the economy changes, this table updates itself:
| Stat value | 40 | 60 | 80 | 100 | 130 | 160 | 200 |
| Price of +1 point | 10,368 | 39,026 | 97,550 | 196,608 | 444,528 | 843,648 | 1,673,230 |
This table teaches two lessons. First: low stats are almost free — pulling all five up to a reasonable base is many times cheaper than forcing one to the extreme. Second: extreme values are a deliberate long-term investment; every point above 100 is bought with the accumulation of deep runs and quest packages — the mine makes no difference at that scale. The +1 / +5 / +10 / custom amount / maximum buttons on the page buy in bulk and show the total up front — so you can pick the most efficient package for the gold in your treasury.
🧪 What training changes, and what it does not
This is the most misunderstood point in the game and it is written nowhere else — so let us say it plainly:
- In the depths it changes everything. The creatures of the Well and the Dark Lair scale with the floor, not with you. The stronger you get, the deeper you go. Measured (level 16, real combat simulation): doubling your stats moves the average run depth from floor 13.3 to floor 22.4, and quadrupling them takes it to floor 36.9. Because the depth reward grows with the floor, the gain here compounds.
- In PvP it changes everything. In the arena and in duels your opponent is a real player; a stat gap feeds straight into the result.
- In raids it changes almost nothing. The raid creature is generated from your own average stat — as you grow, so does it. Measured: multiplying your stats eightfold moves your win rate against the Hungry Ghoul from 77.8 per cent only to 82.6 per cent, and changes nothing at all against the Misty Serpent. This is not a bug but deliberate design: in a raid you set the risk by choosing a tier, not by getting stronger. But training for raids without knowing this is burning gold.
⚖️ Gear first, training second
Before deciding where to put your gold, look at this comparison. The two rows below show how many stat points the same 1,000 gold buys; both are calculated from live data:
| Level | Full kit | Stats it gives | 1,000 gold → gear | 1,000 gold → training |
| 5 | 1,660 gold | +29 | 17.5 stat | 2.05 stat |
| 16 | 5,800 gold | +58 | 10.0 stat | 0.02 stat |
| 30 | 28,500 gold | +174 | 6.1 stat | 0.00 stat |
The conclusion is clear: after the first few levels, gear gives many times more stats for the same gold than training does — and a full kit is surprisingly cheap. But gear has a ceiling: you fit one item per slot, and once you own the best for your level that door closes. Training has no ceiling.
So the right order is this: (1) complete a full kit for your level — that is the cheapest strengthening available to you; (2) then put the surplus gold into training; (3) visit the shop again every time you level, since newly unlocked gear is usually still worth more than the same gold spent on training. Items dropped by raids and depth runs can also complete that kit for free — do not go shopping without checking your inventory.
🎯 Combat value: the face your stats show in the rankings
The weighted sum of your stats forms your combat value: intelligence is weighted 1.30, strength 1.20, defence 1.00, accuracy 0.80 and endurance 0.70. That value meets you in two places. First, it has its own tab in the rankings. Second and more importantly: arena matching is done by combat value, not by level — you are shown opponents within roughly a third of your own value. So every stat investment both strengthens you and moves you into a league of slightly stronger opponents. A character that develops in balance is comfortable in that league; "paper tower" characters loaded into a single stat have a high combat value but stay fragile in practice. For arena tactics see the Arena and PvP guide.
🧭 Investment strategy suggestions
- Base first, specialisation later. While the cost curve is low, raise all five stats together; there is no return at all in creating imbalance in the cheap zone.
- Do not underrate intelligence. First-strike priority and critical damage sit in the same stat — it lowers the total damage you take on long dungeon runs and therefore lets you go deeper.
- Endurance lengthens your run. The +15 health per point builds up into a real difference in back-to-back combat content like the Well and the Dark Lair.
- Back it up with potions. The stat potions in the shop are percentage-based: for 30 minutes they add +7% to the relevant stat (taking the same one again extends the duration, up to 120 minutes; the total temporary bonus per attribute is capped at +20%). They are not permanent, but timed just before a deep run or a demanding arena window they land exactly right. Bought with diamonds.
- Do not neglect gear. The comparison table above shows it in numbers: loading up on training before completing a full kit for your level means getting far less power from the same gold.
- Treat the mine as extra income, not as funding. An 8-hour shift barely covers half a stat point at mid level — the real funding comes from active play (hunting, depth runs, raids, quest packages). The mine is a small cushion added on top.
⚠️ Common mistakes
- Cancelling a shift because "I'll be back in five minutes". Cancellation has no partial payment — everything accumulated burns. If you are not sure, pick a short shift from the start. (And since a shift no longer locks anything, you have no reason to cancel: you can just keep playing.)
- Training for raids. The raid creature is generated from your stats; as you get stronger, so does it. The only thing that changes your rate in a raid is the tier you choose.
- Pouring all your gold into one stat. Because of the exponential curve, the same gold produces far more total power when spread evenly.
- Drinking a stat potion for nothing. A percentage bonus is valuable on the boss floor of a deep run or in a critical arena attack, not on an ordinary hunt.
- Letting gold sit in your treasury. Gold in your wallet can be plundered when you lose in the arena; gold invested in a stat is yours forever. Training is also a vault.
One last reminder: you can train while you are in the mine too — the old lock is gone and the shift runs in the background. If anything else is on your mind you can look at the FAQ page, and if you are new to the game you can refresh the basics in the How to Play guide.
For the other sources of gold and spending priorities: the Economy guide · for dungeon income: the Dungeons and PvE guide.