For the terrain, see Gold Seam.
The Gold Mine in Dungeon Keeper generated gold at a certain rate per hour, which was used to buy certain traps, hire minions, train minions, and upgrade certain rooms.
If the Gold Mine reached the storage capacity, it would not generate any more gold until it was collected.
Gold Mines were not built, but rather, claimed.
Notes[]

Concept art
- Generated gold over time. The quantity the mine could have ready to collect at a given time was equal to the bonus total gold capacity offered by that mine.
- Entry point for invaders once a Gold Mine had been claimed. As a result, each additional claimed Gold Mine greatly increased the vulnerability of your dungeon, especially to flying units like Ghosts.
- Uncollected gold was more vulnerable to theft.
- Bolstering increased gold production.
- Upgrading Gold Mines was required to reach additional storage required for upgrading certain buildings, especially the Dungeon Heart.
Upgrades[]
Level | Gold Production | Gold Storage | Build Time |
Upgrade Cost (Stone) |
Forgone Gold |
Break Even Days1 | Dungeon Heart Required |
---|---|---|---|---|---|---|---|
1 | 400/h | 600 | 0m | 150 | 0 | 0.00 | - |
2 | 800/h | 1,200 | 10m | 400 | 67 | 0.01 | Level 1 |
3 | 1,200/h | 1,800 | 30m | 800 | 400 | 0.06 | |
4 | 1,600/h | 3,000 | 1h | 1,600 | 1,200 | 0.17 | Level 2 |
5 | 2,000/h | 15k | 2h | 3,500 | 3,200 | 0.42 | Level 3 |
6 | 2,600/h | 30k | 4h | 7,000 | 8,000 | 0.72 | Level 4 |
7 | 3,200/h | 50k | 8h | 15k | 20,800 | 1.78 | Level 5 |
8 | 3,800/h | 100k | 16h | 40k | 51,200 | 4.22 | Level 6 |
9 | 4,400/h | 150k | 1d | 80k | 91,200 | 7.3 | Level 7 |
10 | 5,000/h | 200k | 1d 12h | 150k | 158,400 | 12.5 | Level 8 |
11 | 5,500/h | 250k | 2d | 2.5M | ? | ? | Level 11 |
12 | 6,500/h | 300k | 2d 12h | 4M | ? | ? | Level 12 |
13 | 7,500/h | 350k | 3d | 6M | ? | ? | Level 13 |
14 | 10,000/h | 400k | 4d | 8M | ? | ? | Level 14 |
15 | 12,500/h | 500k | 5d | 10M | ? | ? | Level 15 |
16 | 15,000/h | 600k | 6d | 12.5M | ? | ? | Level 16 |
17 | 17,500/h | 700k | 7d | 15M | ? | ? | Level 17 |
18 | 20,000/h | 800k | 8d | 17.5M | ? | ? | Level 18 |
19 | 22,500/h | 900k | 9d | 20M | ? | ? | Level 19 |
20 | 25,000/h | 1.0M | 10d | 25M | ? | ? | Level 20 |
21 | 27,500/h | 1.1M | 11d | 30M | ? | ? | Level 21 |
22 | 30,000/h | 1.2M | 12d | 35M | ? | ? | Level 22 |
23 | 32,500/h | 1.3M | 13d | 40M | ? | Level 23 | |
24 | 35,000/h | 1.4M | 13d | 45M | ? | ? | Level 24 |
25 | 37,500/h | 1.5M | 13d | 50M | ? | ? | Level 25 |
26 | 37,500/h | 1.6M | 14d | 51M | ? | ? | Level 26 |
27 | 37,500/h | 1.7M | 14d | 52M | ? | ? | Level 27 |
28 | 37,500/h | 1.8M | 16d | 53M | ? | ? | Level 28 |
29 | 37,500/h | 1.9M | 18d | 54M | ? | ? | Level 29 |
30 | 37,500/h | 2.0M | 20d | 55M | ? | ? | Level 30 |
31 | 37,500/h | 2.1M | 21d | 56M | ? | ? | Level 31 |
32 | 37,500/h | 2.2M | 22d | 57M | ? | ? | Level 32 |
33 | 37,500/h | 2.3M | 23d | 58M | ? | ? | Level 33 |
34 | 37,500/h | 2.4M | 24d | 59M | ? | ? | Level 34 |
35 | 37,500/h | 2.5M | 35d | 60M | ? | ? | ? |
1 Break Even Days is how long, from the time you start the upgrade, until you have the same amount of gold as if you didn't do the upgrade. Simply put, how long until you are making more than you would have by not upgrading.
Note:
- Build Times and derivative values have been updated for content update 8.0 from May 2018.
- Max level is 35
- Rate shown does not include bolstering, guild perks or DK Premium boost.
References[]
- Electronic Arts (19 March 2014). Dungeon Keeper FAQs: Claiming Gold Mines & Stone Quarries. YouTube. Retrieved on 24 February 2024.