E:D Black Box
Mining is the most tool-driven role in the game: find the right ring and hotspot, prospect the asteroids, crack or carve out the valuable material, refine it, and sell where demand is highest. The guide covers the full loop — from a first laser run to fleet-carrier diamond operations — plus every reward and system the role plugs into.
Mining extracts raw minerals and metals from asteroid rings and sells them as commodities. It is unusually tool-driven: where combat is about guns and trading about holds, mining is about a specialised kit of lasers, limpets, charges and a refinery working together. Done well on the right material, it is one of the fastest credit-per-hour activities a solo pilot can run.
The loop is a small production line you fly:
Limpet-scan rocks for yield.
Laser, blast or crack the rock.
Limpets scoop; refinery sorts.
Find peak demand, cash out.
The danger is low — pirates occasionally interdict a laden miner, and Hazardous-ring sites have hostiles — but the real skill is site selection and process efficiency: the right hotspot, the right extraction method for the material, and a refinery and limpet rhythm that keeps the hold filling.
Mining happens in planetary rings, which come in icy, rocky, metal-rich and metallic types — each hosting different materials. A DSS map of the ring reveals hotspots: overlapping circles marking concentrations of a specific commodity. Mining inside an overlap of the material you want is the single biggest yield multiplier in the role.
| Method | Tools | What it's for |
|---|---|---|
| Laser mining | Mining lasers + collector limpets | The simple bulk method — burn a rock and scoop the fragments. Best for high-volume materials like platinum and painite. |
| Core (deep) mining | Pulse Wave Analyser, Seismic Charge Launcher, abrasion blaster | Find fissured rocks, plant seismic charges to crack the core, then collect the high-value motherlode — void opals, low-temp diamonds, alexandrite. |
| Subsurface | Subsurface Displacement Missile | Drill deposits embedded just under the surface of a rock. |
| Surface deposits | Abrasion Blaster | Knock loose the deposits dotted on a rock's exterior. |
Mined commodities, like any trade good, pay best where demand is high. The high-value materials (opals, diamonds) can shift markets quickly, so spreading sales across stations — or using a fleet carrier as a holding warehouse — protects your price. Market trackers find the current best buyers.
A purpose-built miner such as the Type-11 Prospector runs the exclusive Mk II mining modules with the Fighter Hangar dropped in favour of an extra cargo rack. It carries laser, core and subsurface kit in one rig so a single ship can work any material a ring offers.
| Activity | Pays in | Difficulty | What it is |
|---|---|---|---|
| Laser mining | Commodity sales | Entry | Burn rocks in a platinum/painite hotspot and scoop the fragments. Steady, simple, the way most miners learn the loop. |
| Core mining | Commodity sales (high) | Mid | Hunt fissured rocks with the Pulse Wave Analyser, crack them with seismic charges, and collect the motherlode — the highest credit-per-rock method. |
| Hotspot hunting | Better yields | Mid | Surveying rings with the DSS to find triple-overlap hotspots of the material you want; the prep work that makes a run worthwhile. |
| Mining missions | Mission CR | Entry | Deliver X tonnes of a specified mineral for a faction — pairs naturally with a run you were doing anyway. |
| Community Goals | CG rewards | Mid | Mining-commodity delivery CGs for tiered credit and module rewards. |
| Deep diamond runs | Commodity sales (peak) | End | Sustained core-mining of void opals or low-temp diamonds at a prime hotspot, often staged from a fleet carrier for storage and selling. |
Laser mining pays a reliable wage; core mining the top commodities — void opals, low-temperature diamonds, alexandrite — is where the role's huge credit-per-hour comes from. The catch is the prep: a good run is built on a good hotspot found first.
A medium hull with two mining lasers, a prospector and collector limpet controller, a refinery and cargo racks. Keep it simple — laser mining first. The Mining — Ship Comparison page will help you pick an appropriate mining ship.
DSS-map a metallic or metal-rich ring and look for an overlapping hotspot of a high-value laser material; drop in at the overlap.
Fire a prospector limpet at a rock to read its content and richness; mine the rich ones, skip the poor.
Launch collector limpets so they auto-scoop while you keep lasering. Keep the refinery bins fed and don't let fragments expire.
When the hold is full, check a market tracker for the highest-demand buyer for your material rather than dumping it at the nearest station.
Once the loop is second nature, add the Pulse Wave Analyser and Seismic Charge Launcher and start cracking cores — the step up in pay is large.
Mid-game mining is about method, kit and site quality.
Core mining the top commodities is the income jump. Learn to read fissure rocks on the Pulse Wave Analyser, place seismic charges in the blast window, and clean up the motherlode with abrasion and collectors. One good fissure rock can be worth a whole laser session.
Move to a purpose-built miner such as the Type-11 Prospector — with a full multi-method tool set, a big refinery, plenty of limpet capacity and maximum cargo. A specialised hull keeps the hold filling far faster than a borrowed multirole.
Full ratings, tool fits and costs live in the comparison dossier — shortlist by stage below.
Dedicated multi-method rig. Purpose-built around the exclusive Mk II mining modules — laser, core and subsurface extraction with a big refinery and hold in one optimised vessel.
Enormous cargo, strong shield. When you want to fill the biggest possible hold in one run and shrug off pirates — premium, Imperial rank-gated.
Cargo + tools, medium pad. A strong all-round miner that fits a full tool set and a healthy hold while still landing at outposts.
Cheap first miner. Low-cost hulls that hold enough tools and cargo to learn the loop and bank the first profits.
For every mining-capable hull scored on one scale with tool fit and cost figures, see the Mining — Ship Comparison role dossier.
| Reward | Earned from | Notes & rough scale |
|---|---|---|
| Credits | Selling refined commodities | Laser mining = a steady wage; core-mining the top materials at a prime hotspot is among the highest credit-per-hour solo activities in the game. |
| Trade rank | Mineral sales count as trade | Mining sales advance the trade rank toward Elite — a parallel route to Elite trader without classic hauling. |
| Faction reputation | Mining missions & deliveries | Builds the rep that supports better missions and Navy-rank access alongside the other roles. |
| BGS influence | Selling in a faction's stations | Commerce from mining nudges a system's economic standing. |
| CG rewards | Mining-commodity CGs | Tiered credits and modules for delivering mined goods to a goal. |
Finding hotspots is an exploration task — the DSS that maps a system is the same tool that reveals a ring's material concentrations. A good miner is part prospector, part surveyor.
Mining produces commodities; trading turns them into credits. The two roles share market data, demand-reading and the trade rank — mining is, in effect, a production front-end for the trading economy.
Mining tools and a mining ship's distributor and thrusters all benefit from engineering (Charge Enhanced + Cluster Capacitor for the distributor). Selene Jean — a key combat-armour engineer — is even unlocked through a mining task.
Mined minerals feed colony construction and Community Goals, making mining a supply pillar for larger building ambitions.
Mining is a fleet's high-yield production line: a self-contained, low-combat process that — on the right hotspot and the right commodity — rivals any role for credits per hour, advances the trade rank, and supplies the minerals that colonisation and Community Goals demand.
Figures on this page are verified against the sources below.