This post mainly has findings of research I did on workers for an upcoming Kingsmarch guide. That Kingsmarch guide will have practical information with as little bla bla bla as possible. This post, on the other hand, has a lot of bla bla with not so much practical use.
In the next section, we’ll start by discussing the main takeaways that can have some use for min-maxers. After that, you’ll only want to keep reading if you’re interested in the workings of the system for the sake of knowledge and curiosity instead of gameplay advantage.
Table of Contents
The Main Takeaways

- Level 1 workers are the most efficient across all jobs. This information will not serve most players, however, as Level 1 workers will not be able to keep up with what you are trying to achieve post-campaign.
- Level 2-9 workers seem more or less equally efficient, with Level 10 seemingly (not enough data to be 100% sure) being somewhat less efficient. Players not swimming in Gold may find this information handy, as e.g., fields full of Level 9 farmers will produce 77.7% of crops Level 10 farmers do but only have 68% of the cost.
- Since the difference isn’t that significant and being too picky will cause you to spend more on rerolling, you likely still want to pick up any high-level workers you see. When rerolling to replace Shipping/Mapping casualties, you can, however, keep this in mind for upgrading your Farming/Disenchanting team. For min-maxing workers of specific levels, loopuleasa’s sheet is the way to go.
- The one thing to be careful of is when employing workers skilled in multiple jobs, as they charge the price of their most expensive job. A worker with Level 9 in Farming and Level 7 in Mapping may look attractive, but costs almost double as a “normal” Level 9 Farmer! On the other hand, using that worker for Mapping is fine. Multiple skills don’t increase the wage cost for the most expensive job.
- For Mapping, there are some advantages to min-maxing, depending on what you are trying to achieve. Without doing so, you may be spending more Gold than is necessary or having more casualties than you are expecting. If you don’t feel like a long read but still want to min-max, jump straight to this sheet. If you do want to find out more, then feel free to read the Mapping section below.
- Map mods do not directly increase the difficulty of running a map for your workers. Item Quantity and Map Tier do.
- While the strongest possible team of mappers can potentially fully clear even the highest T17 you throw at them, they cannot do so at minimal risk and are far from being guaranteed to do so. They can “only” clear T17 maps with a 1% casualty rate up to 127% increased item quantity. On the other hand, they can clear any 6-mod Guardian/Conqueror map with minimal risk but have up to 4% casualty rates on 8-mod versions. They can only get guaranteed clears up to rare T9s and scoured (non-guardian/conqueror) T16s.
- You don’t actually need a full team of Level 10 Shippers to send max-value shipments to Riben Fell/Ngakanu. 9 different team compositions will work, the cheapest of which is generally three Level 10s and three Level 9s.
- For Pondium/Te Onui, you can get by with five Level 10s and one Level 9. For Kalguur, even a full team of Level 10s will not get you below 10% risk.
- If you don’t need to fill all 6 slots of your Shipping/Mapping team to achieve what you want, adding unskilled workers to your empty slots is always a good idea. That is because they have an equal chance of dying/deserting/starting a new life as your high-level team members but they are much easier to replace.
The Power System Explained
Most of this was already figured out by other community members such as loopuleasa quite a long time ago, but this article adds data for Level 0 workers and details on the shipping and mapping system.
All workers have a Power Level that allows us to compare them to workers with a different Level:
| Level | Power |
| 01 | 100 |
| 1 | 200 |
| 2 | 300 |
| 3 | 500 |
| 4 | 800 |
| 5 | 1200 |
| 6 | 1800 |
| 7 | 2700 |
| 8 | 3700 |
| 9 | 4900 |
| 10 | 6300 |
¹A Level 0 worker is a worker unskilled in a certain job. E.g., when you assign a Level 2 Miner to Disenchanting or Mapping.
As you can see from the table, a Level 10 worker is 31.5 times as efficient as a Level 1 worker, but I decided to start at 100 to have nice round numbers across the board. There is a missed opportunity for an “over 9000” joke in my scaling system, but oh well.
This Power Level system holds up for all jobs. For all jobs except Shipping, strength and output scale almost perfectly linearly. For Shipping, it still applies but output scales more exponentially. Each doubling of power allows you to send more or less 4.6 times as many goods.
You can calculate your own team’s power level and fiddle around with various settings for Mapping and Shipping in this sheet.
The Ratio Between Power and Gold
Although the Power Level for specific Levels is the same across jobs, the Gold cost per Power is not. Using my own data and data available through loopuleasa, /u/998999 and ThisIsProphet I have come up with the below table for how much hourly Power you get per Gold (meaning higher values are better – values show how much you get for 1 Gold). Note that this combined data is still not conclusive, since the amount of data per worker level for a specific job is limited.
| Level | Mining | Smelting | Shipping | Farming | Disenchanting | Mapping |
| 0 | 16.671 | 16.67 | 16.67 | 16.67 | 16.67 | 16.67 |
| 1 | 33.33 | 28.57 | 18.60 | 11.76 | 9.09 | 3.62 |
| 2 | 20.27 | 16.67 | 11.59 | 8.11 | 5.39 | 2.99 |
| 3 | 18.07 | 13.89 | 13.78 | 6.94 | 4.93 | 2.33 |
| 4 | 21.09 | 18.73 | 17.52 | 7.54 | 4.87 | 2.37 |
| 5 | 19.15 | 15.29 | 13.03 | 8.02 | 4.72 | 2.69 |
| 6 | 22.78 | 17.41 | 14.38 | 8.36 | 5.01 | 2.51 |
| 7 | 19.34 | 16.28 | 14.32 | 7.84 | 4.80 | 2.51 |
| 8 | 21.28 | 15.61 | 12.97 | 8.52 | 5.38 | 2.53 |
| 9 | 19.43 | 18.18 | 12.28 | 8.39 | 4.99 | 2.48 |
| 10 | 17.21 | 13.46 | 12.63 | 7.39 | 4.62 | 2.45 |
¹A Level 0 Worker is, as said, a Worker unskilled in the job you assign it to. That means we can, theoretically, use a Level 1 of a cheaper job (Mining, Smelting, Shipping) in a more expensive job (Farming, Disenchanting, Mapping) to get more value for our buck. For farming, this can help during the campaign, but you’ll quickly be disappointed by the output. For disenchanting and mapping there are some scenarios where you may be able to use this strategy (see below), but it’s not something that is handy for general use.
There is fairly strong evidence that Level 1 workers are more efficient than higher-level workers in all jobs. This is likely to allow the system to be usable even when a player starts out. During the campaign, an army of Level 0s/Level 1s will be more efficient than a few higher-level workers. Once you reach the later acts and maps, you’ll likely want to start replacing them. If you are a casual player, however, who doesn’t need a full high-level team, having a few higher-level workers and filling up other slots with Level 1 workers will still have a slight positive effect on Gold costs.
Level 2 to 9 workers seem to be fairly equal in terms of efficiency. Fluctuations are likely due to low sample size. There is some weak evidence that Level 10 workers are a little less efficient than Level 8 and 9 workers, but even if true any advantage you try to get from this is likely offset by the reroll costs you spend on it. There are also large fluctuations between individual workers, so even if the average Level 9 tends to be more efficient than the average Level 10 worker, it’s not going to be the case every time.
Mining, Smelting, Farming

The system is easy enough to understand for these jobs. Double the Power means double the output. Since all level 2+ workers are more or less equally Gold efficient on average, however, and the costs of rerolling for cheaper wages are quite significant, opportunities for min-maxing are limited.
The best way to min-max your costs for these jobs is to keep an eye out for workers with higher efficiency/low wage rolls while you are rerolling to replace Shipping and Mapping casualties. loopuleasa’s sheet does the job just fine, so I don’t see the need to create my own version. Just remember that more efficient is not always what you want, as you’ll still want to make sure your team is of a high enough level to achieve the output you want.
On a separate note, each crop you can farm is equally efficient. You produce some crops more quickly than others, but in terms of shipment/value per hour they are identical. If you’re short on one type of crop I recommend changing your middle 2 fields to that one while having one crop each on the other 4 fields. If you’re interested in a strategy where you produce equal amounts of each crop each hour, you should check out ThisIsProphet’s sheet.
Disenchanting
Power Levels also work linearly for disenchanting. Double the Power means items are enchanted in half the time.
Disenchanting looks more expensive than it is. At higher Levels, you will not be able to keep the disenchanting inventory filled at all times and idle workers don’t charge gold. Still, if you’re really strapped for Gold (e.g., you’re a Sanctum enjoyer) you can replace Gold with currency or effort:
- The rarest tier of unique items convert into a lot of dust, especially at the highest item levels. Rare doesn’t necessarily mean expensive, although people have caught on so no items at the rarest tier are truly cheap this league. At the moment of writing Lioneye’s Glare, Bino’s Kitchen Knife and Essentia Sanguis are the cheapest items that can get you over a million dust at high ilvl.
- Less rare unique items still net a lot more dust than average rare items. High item level influenced rare items can nearly compete with them (which makes it not a bad idea to run a Domination Scarab of Apparitions in combination with the Recombinator). You may want to make your filter a bit less strict for these categories.
- Vaal Temple maps are particularly interesting this League, as they drop a lot of Unique items with double implicits (which give double the dust compared to the same items without corrupted implicits).
Since higher-dust items do not take vastly longer to disenchant, using either tactic can save you some Gold. You can also use loopuleasa’s sheet to find the most efficient Disenchanting workers.
Shipping

Shipping workers are cheap, and they don’t even charge you anything while they are not out at sea. The time (mining/smelting) and funds (farming) you spend on it are a lot more significant. That makes min-maxing shipping of limited use. This section is mainly for those just curious about how the system works.
An exception may be when you are rerolling to replace a casualty and are wondering if a lower-level shipper will also work. Because of this, I also included a tab for it in the Calculator Sheet I created.
Shipping and Power Levels
At first sight, it seemed like the Power Level system did not apply to shipping. 6 level 1 shippers (1200 Power) could ship vastly more than 6 separate level 1 shippers. But then it turned out that a team of 6 level 1 shippers were able to ship an identical amount as a single level 5 shipper (also 1200 Power).
This is because how much you can ship scales more aggressively than linearly. Each doubling of power allows you to ship roughly 4.6 times as much. This makes every shipper you add to your team more valuable than the last one, making it much more efficient to have full teams instead of spreading out your manpower. When using the same level of workers in your team, the amount you can ship goes up like this:
| Amount of workers | Maximum shipment value multiplier |
| 1 | 1 |
| 2 | 4.6 (+3.6) |
| 3 | 11.22 (+6.62) |
| 4 | 21.12 (+9.9) |
| 5 | 34.51 (+13.39) |
| 6 | 51.53 (+16.98) |
Maximum Shipment Values for full teams to Pondium and Te Onui¹ are as follows:
| Team Level | Maximum Shipment Value |
| 0 | 563 |
| 1 | 2590 |
| 2 | 6322 |
| 3 | 19450 |
| 4 | 54700 |
| 5 | 133,473 |
| 6 | 325,683 |
| 7 | 794,687 |
| 8 | 1,589,424 |
| 9 | 2,948,679 |
| 10 | Infinite² |
¹I admit it would have been better to record numbers for Riben Fell instead, considering its popularity. To be honest, I didn’t have any port selected and only noticed the numbers were for Pondium/Te Onui later. Luckily, it’s easy enough to convert the numbers for other ports. For Riben Fell (and Ngakanu), multiply the values by x1.33. For Kalguur, multiply the values by x0.8. Kalguur matches up fully, Riben Fell does not but the error margin for any value over 1000 is much lower than 1% (the actual ratio they seem to use for “one third more difficulty” is around 1.33333299, so using x1.33 will slightly underestimate how much you can ship).
²Using the scaling of previous Power Levels, you should only be able to ship around 6.83 million, but it seems that a team of Level 10s can ship any amount as long as you’re not sending them to Kalguur. We’ll talk more about those caps later.
Power Needed for Common Strategies
| Shipment Value | Riben Fell/Ngakanu | Pondium/Te Onui | Kalguur |
| 100¹ | 300 E.g., 1 lvl 2 Shipper, 1 lvl 1 + 1 lvl 0 or 3x lvl 0 |
300 | 400 Add an extra lvl 0 (unskilled worker) to your Riben fell team |
| 700000² | 13500 E.g., 3x lvl 7 and x lvl6 |
15300 E.g., 5x lvl 7 and 1x lvl 6 |
17000 E.g., 1x lvl 8 and 5x lvl 7 |
| 3 million³ | 26000 E.g., 4x lvl 9, 1x lvl 8, 1x lvl 7 |
29600-29700 | 32800 E.g., E.g., 3x lvl 10, 3x lvl 9 |
| 50 million | 32800 E.g., 3x lvl 10, 3x lvl 9 |
36400 6x lvl 10 or 5x lvl 10 + 1x lvl 9 |
37800+ A full team of lvl 10s will still have a risk level of 10% |
¹This is the minimum value you can ship. Doing so as one Verisium Bar + 36 dust to Riben Fell will allow you to get back 3 random scarabs and 2 random runes. This strategy actually earns you gold as your shipment will occasionally be commandeered by Admiral Valerius, who drops close to 50,000 Gold as well as runes.
²According to the research done by content creator ZiggyD, Carmonaaa and the rest of their community, this is the point where you will get a Divine Orb back at least half of the time. These results are contested and other factors may be at play as well. Some evidence suggests sending Blue Zanthimum to Kalguur will get you better results. In any case, send only crops and dust, not ore, if you’re looking for currency.
³According to the same research as above, this is the upper limit for getting consistent Divine Orb returns. If you go higher than this, you will often get Sacred Orbs instead of Divine Orbs, which, while rarer, are worth less. These results and the conversion theory are still contested, so you shouldn’t necessarily blindly follow them. In any case, send only crops and dust, not ore, when looking for currency. After this threshold point, you’re better off skipping all the way to 50 Million, where you’ll start getting Mirror Shards consistently.
Risk Level Caps

Grinding Gear Games implemented Risk Level caps for different Power Levels. That means that for a specific team composition and destination, the risk level will not go past a certain number, no matter how many goods you add. This is likely because the formula only accounts for shipment values of slightly below 7 million, while they wanted to allow shipments of up to 50 million. An overview:
| Team Composition | Power Level | Riben Fell/Ngakanu | Pondium/Te Onui | Kalguur Cap |
| 6x level 6 | 10800 | 71% | 75% | 77% |
| 3x level 7, 3x level 6 | 13500 | 63% | 68% | 71% |
| 6x level 7 | 16200 | 54% | 60% | 65% |
| 3x level 8, 3x level 7 | 19200 | 45% | 52% | 57% |
| 6x level 8 | 22200 | 35% | 44% | 50% |
| 3x level 9, 3x level 8 | 25800 | 24% | 34% | 41% |
| 6x level 9 | 29400 | 12% | 24% | 32% |
| 3x level 10, 3x level 9 | 33600 | 0% | 12% | 21% |
| 6x level 10 | 37800 | 0% | 0% | 10% |
Maximum Shipment Values for Higher Risk Levels
The way the risk meter level scales is the same for all levels. When you set up a shipment at the threshold level for 0% risk, then you:
- Can send approximately 78% more at a risk level of 25%
- Can send approximately 4 times more at a risk level of 50%
- Can send approximately 16 times more at a risk level of 75%
Using this data, we could come to the conclusion that sending at a risk level of 75% is more advantageous. You can send 16 times more value for the same Gold cost. Doing so, your shipment will go through without issues 25% of the time. That’s 16 x 0.25 = 4 times the value. Heck, even in the other 75% of cases, running into trouble usually doesn’t mean losing your whole shipment.
But that would be if Gold costs of Shipping were the limiting factor, which definitely isn’t the case in 3.25. Not only does most of your Gold cost from shipping not come from actual shipping but from farming, but time spent farming and collecting ore is a significant factor, as well. That is why I would never recommend sending a shipment with any risk level.
Dust Multiplier
This doesn’t actually have anything to do with the strength of workers at different levels, but if you came this far, you are likely interested in crunching numbers, so you’ll want to know this too. The way dust works since the 3.25.1 is that up to your base shipment value (this is the value without dust), every dust adds 1 value. To get a multiplier higher than that, you need to:
- Subtract 1 from the multiplier you want (e.g., to get a multiplier of 4, do 4-1 = 3)
- Square that number (so in our example, 3×3 = 9)
- You need this times as much dust as your base shipment value to get the multiplier you want
That gives us this overview:
| Value multiplier | Dust you need to add |
| 2x | 1x base shipment value (value without dust) |
| 3x | 4x base shipment value |
| 4x | 9x base shipment value |
| 5x | 16x base shipment value |
| 6x | 25x base shipment value |
| 7x | 36x base shipment value |
| 8x | 49x base shipment value |
| 9x | 64x base shipment value |
| 10x | 81x base shipment value |
In practice, it is not likely you’ll ever want to go for a higher than 1x multiplier with these numbers. But you’re welcome to prove me wrong, in which case you can use the Dust calculator here.
Mapping

The Power Level system applies to Mapping as well. Two teams of the same Power Level have the same success metrics when running the same map, regardless of their exact composition (e.g., three Level 10s and three Level 0s vs. 3 Level 8s and 3 Level 7s – both with a Power Level of 19200).
Map mods don’t directly influence your team’s odds of success. Only Map Tier and the Increased Item Quantity of the Map do (with Guardian/Conqueror maps being slightly harder than “normal” maps of the same tier).
Depending on what you’re trying to achieve, you can use this information in multiple ways. Feel free to keep reading to get a general idea or to jump straight to the Calculation Sheet to fiddle with the numbers yourself.
Mapping Strategies
When you have a specific team doing a specific map, there are 3 metrics:
- How much of the map they are likely to clear
- How likely it is that one of your workers will die
- How much time it will take them to run the map
Stronger teams clear maps faster, but the decreased time does not compensate for the extra cost of higher-level workers much at all, so stronger teams will always be more expensive.
Based on this, there are roughly 4 strategies you can apply:
- Potential Clear: Employ the cheapest team that can potentially fully clear a map. This is the absolute minimum I would consider if Gold would be in very short supply, but it’s not recommended. The chance of a full clear isn’t very high and your runners can clear as little as 33%, so you’re leaving a lot of rewards on the table. The casualty rate is also around 10%, so the Gold you do save will be spent rerolling to replace fallen workers.
- Minimal Casualties: This is the strategy I would employ if I am being careful about how I am spending my Gold. Teams at this level are not guaranteed to clear, but they have a good chance of doing so and even if they don’t, they’ll still clear a decent amount of the map. Since they don’t die often, rerolling costs are fairly low. It’s not impossible that the 1% that displays at this level could be as high 1.49% rounded, however, or that the 1% at higher Power Levels is actually less than 1% rounded and is rounded to 1%. It would require a large amount of maps to verify this.
- Guaranteed Clear: This is the strategy I would employ if Gold upkeep isn’t a huge problem, but I also am not swimming in Gold. Teams of this level will always completely clear a map but at the cost of more Gold spent per map than the above strategies.
- Overkill: The strategy for those with more Gold than they know how to spend. Simply choose the kind of maps you want to run and stick your strongest team on them. The main advantage here is a faster clear time, which means more maps per hour. There is potentially also a lower casualty rate, assuming 1% isn’t always 1% but can be 0.5-1.49% (which is unproven). Even when employing this strategy, your team will not be able to clear every map out there so you may still want to check the calculator and/or the below overview to make sure they can.
Ideal Team Compositions

Since there are multiple compositions to reach the same Power Level for a team, this has strategic implications. E.g., for a Power Level of 19200, you could have:
- 3 Level 10s and 3 Level 0s
- 3 Level 8s and 3 Level 7s
When the system rolls a casualty, which of your workers gets a visit by the Grim Reaper is randomly determined. That makes the first team composition superior. After all, you get Level 0s (workers not skilled in mapping) every reroll. Replacing higher-level workers is a lot trickier. You’ll only need to go through that half of the time in the first team composition.
This is an extreme example and this team example can only clear up to Scoured T16s. Still, the same principle applies for higher-level compositions, where you can use the least amount of 7+ members possible. This is because you can get Level 6 workers and below fairly easily from the cheaper reroll. It also means that if you don’t need all 6 slots for your team, filling the extra slots up with Level 0 workers is always a good idea.
Mapping Casualties
Casualty rates are for your whole team, not for separate members. I tested this multiple times by sending a bunch of innocent miners and smelters along with a Level 10 Mapper on a few Maps that have a 1% casualty rate for the Level 10 Mapper (when sent alone) and a 70%+ casualty rate for the Level 0s (also when sent alone). They got out unscathed (physically, at least).
That being the case, quite a few people are still of the opinion that a listed of Casualty Rate of 1% is actually higher. It could be, as discussed above, that 1% is actually a range of 0.5%-1.49%. But apart from this, I don’t think the number is wrong (though again, a lot of data would be required to prove either way).
What I think is more likely to happen is that people check one map in the queue and assume it applies to all of them. But a 70% increased item quantity map of a certain tier at 1% casualty may go up to a casualty rate of 3-4% at 90%. A T14 Guardian Map you checked may have a casualty rate of 1% for your team, but a T16 may not.
Casualty rates go up quickly if you’re working with teams that can barely manage a map. That is why it is always better to benchmark to the highest version of the map you are planning to run so you don’t have to check each and every map. This is what I have done in the below overviews as well.
Another factor is that it is easy to underestimate the odds of dying for a full set of maps. If you’re running all 3 Map Devices, you still have a 30+% chance of losing a worker even if you do benchmark against the hardest maps. Things get worse quickly from there, as you can see in the table below:
| Casualty percentage | Nr. of maps before 50% casualty rate | Odds of casualty after 12 maps (1 set on 1 device) | Odds of casualty after 36 maps (1 set on all 3 devices) |
| 1% | 69 | 11.36% | 30.60% |
| 2% | 34 | 21.51% | 51.40% |
| 3% | 23 | 31.23% | 65.66% |
| 5% | 14 | 45.96% | 81.70% |
| 10% | 7 | 71.76% | 95.33% |
Thresholds for different maps
Next, we’ll look into which kinds of teams are able to meet objectives at various map tiers.
White and Yellow Maps
| Map type | Potential Clear | Minimal Casualty | Guaranteed Clear |
| Scoured¹ T1 | 1700 Power³ 141 Gold⁴/Map 12 minutes 27 seconds |
2200 Power 175 Gold/Map 11 minutes 55 seconds |
4100 Power 282 Gold/Map 10 minutes 18 seconds |
| High IIQ² T1 | 3100 Power 344 Gold/Map 16 minutes 38 seconds |
4200 Power 429 Gold/Map 15 minutes 19 seconds |
7800 Power 636 Gold/Map 12 minutes 14 seconds |
| Scoured T5 | 5000 Power 375 Gold/Map 11 minutes 15 seconds |
6600 Power 448 Gold/Map 10 minutes 11 seconds |
12300 Power 620 Gold/Map 7 minutes 34 seconds |
| High IIQ T5 | 9300 Power 807 Gold/Map 13 minutes 1 second |
12400 Power 924 Gold/Map 11 minutes 11 seconds |
23100 Power 1165 Gold/Map 7 minutes 34 seconds |
| Scoured T6 | 5700 Power 493 Gold/Map 12 minutes 58 seconds |
7600 Power 589 Gold/Map 11 minutes 37 seconds |
14100 Power 793 Gold/Map 8 minutes 26 seconds |
| High IIQ T6 | 11000 Power 1082 Gold/Map 14 minutes 45 seconds |
14700 Power 1227 Gold/Map 12 minutes 31 seconds |
27500 Power 1513 Gold/Map 8 minutes 15 seconds |
| Scoured T10 | 8200 Power 698 Gold/Map 12 minutes 46 seconds |
11000 Power 815 Gold/Map 11 minutes 7 seconds |
20500 Power 1043 Gold/Map 7 minutes 38 seconds |
| High IIQ T10 | 15500 Power 1426 Gold/Map 13 minutes 48 seconds |
20700 Power 1562 Gold/Map 11 minutes 19 seconds |
Impossible⁵ |
¹ Scoured means the Map has a normal rarity without any increased item quantity bonuses.
²IIQ stands for Increased Item Quantity Percentage. For the purpose of White and Yellow Maps, I made sure all of them were above 101%. It is quite rare to get above this IIQ percentage on rare maps, but not impossible. In that case, you have the choice between rerolling your map, throwing it away, adding a bit more Power to your team or accepting slightly worse metrics.
³Use this Calculator Sheet to calculate the Power Level of your own team and get some quick references of Power Levels for Common Team Compositions.
⁴Calculated as 0.4 Gold per hour per Power, which is the average I reached for Mappers. Depending on how lucky you were with the wage rolls of your workers, you may reach a slightly lower or higher number.
⁵A full team of Level 10s gets close, though, with an expected clear rate between 97 and 100%. At Tier 9 they can get a guaranteed clear.
Red Maps (non-guardian/conqueror)
| Map type | Potential Clear | Minimal Casualty | Guaranteed Clear |
| Scoured¹ T11 | 8800 Power⁵ 905 Gold⁶/Map 15 minutes 26 seconds |
11700 Power 1045 Gold/Map 13 minutes 24 seconds |
21900 Power 1331 Gold/Map 9 minutes 7 seconds |
| High IIQ² T11 | 16500 Power 1802 Gold/Map 16 minutes 23 seconds |
22100 Power 1989 Gold/Map 13 minutes 30 seconds |
Impossible 90-100% Expected Clear Rate for Lvl 10s |
| 38 IIQ³ T14 | 14500 Power 1727 Gold/Map 17 minutes 52 seconds |
19300 Power 1921 Gold/Map 14 minutes 56 seconds |
36400 Power 2285 Gold/Map 9 minutes 25 seconds |
| Scoured T16 | 14000 Power 1892 Gold/Map 20 minutes 16 seconds |
18700 Power 2113 Gold/Map 16 minutes 57 seconds |
35000 Power 2524 Gold/Map 10 minutes 49 seconds |
| High IIQ T16 | 24400 Power 3277 Gold/Map 20 minutes 9 seconds |
32600 Power 3535 Gold/Map 16 minutes 16 seconds |
Impossible 56-100% Expected Clear Rate for Lvl 10s |
| 8-mod⁴ T16 | 28000 Power 3712 Gold/Map 19 minutes 53 seconds |
37800 Power 3990 Gold/Map 15 minutes 50 seconds |
Impossible 47-100% Expected Clear Rate for Lvl 10s |
¹ Scoured means the Map has a normal rarity without any increased item quantity bonuses.
²IIQ stands for Increased Item Quantity Percentage. For the purpose of Red Maps, I made sure all of them were above 103%. It is quite rare to get above this IIQ percentage on rare maps, but not impossible. In that case, you have the choice between rerolling your map, throwing it away, adding a bit more Power to your team or accepting slightly worse metrics.
³This is the highest possible IIQ when using my method for the easy completion of the Gear Grinding Goals Challenge requirement “Claim Rewards from Rare, Tier 14 or higher Maps” from Atlas Runners. It involves Scouring a T14, then making it Magic using an Orb of Transmutation. If it has only a prefix or a suffix, apply a Regal Orb. If it has both, use Orbs of Alteration until it does not, then apply a Regal Orb.
If the map dropped with quality, you can use a single Maven’s Chisel of Procurement to replace the Item Quantity quality bonus (which determines the difficulty for your workers) with a rarity bonus (which does not increase the difficulty for your workers). These Chisels are quite cheap (usually 2 Chaos or less). The Calculator Document also has a sheet dedicated to help with this strategy.
⁴For the purpose of an 8-mod T16 (which is a possible outcome of using a Vaal Orb on a map people who want to heavily juice maps use), I bought the highest IIQ map available on the market at the time at 148%. Yes, it was quite overpriced – all for science. While it is not impossible you’ll get an even higher percentage, it is quite unlikely.
⁵Use this Calculator Sheet to calculate the Power Level of your own team and get some quick references of Power Levels for Common Team Compositions.
⁶Calculated as 0.4 Gold per hour per Power, which is the average I reached for Mappers. Depending on how lucky you were with the wage rolls of your workers you may reach a slightly lower or higher number.
Conqueror and Guardian Maps

Shaper Guardian, Elder Guardian and Conqueror Citadel maps have the same difficulty. I only recorded data for T16 maps, although these maps also often drop as T14 and T15. That is because it’s a pain to get/buy only T14 ones to run. A team meeting the requirements for T16 can obviously also run T14s and T15s without issues.
| Map type | Potential Clear | Minimal Casualty | Guaranteed Clear |
| 0% Scoured¹ | 17400 Power⁷ 2366 Gold⁸/Map 20 minutes 24 seconds |
23200 Power 2609 Gold/Map 16 minutes 52 seconds |
Impossible 84-100% Expected Clear Rate for Lvl 10s |
| 20% Scoured² | 19400 Power 2632 Gold/Map 20 minutes 21 seconds |
25900 Power 2881 Gold/Map 16 minutes 41 seconds |
Impossible 74-100% Expected Clear Rate for Lvl 10s |
| 38 IIQ³ | 21100 Power 2856 Gold/Map 20 minutes 18 seconds |
28100 Power 3100 Gold/Map 16 minutes 33 seconds |
Impossible 67-100% Expected Clear Rate for Lvl 10s |
| 58 IIQ⁴ | 22900 Power 3092 Gold/Map 20 minutes 15 seconds |
30600 Power 3349 Gold/Map 16 minutes 25 seconds |
Impossible 60-100% Expected Clear Rate for Lvl 10s |
| High IIQ⁵ | 27400 Power 3638 Gold/Map 19 minutes 55 seconds |
37800 Power 3931 Gold/Map 15 minutes 36 seconds |
Impossible 49-100% Expected Clear Rate for Lvl 10s |
| 8-mod⁶ | 30600 Power 4019 Gold/Map 19 minutes 42 seconds |
Impossible 4% Casualty Rate for Lvl 10s |
Impossible 43-100% Expected Clear Rate for Lvl 10s |
¹ Guardian Maps usually drop superior with a certain amount of quality already on them. You can, however, use a single Maven’s Chisel of Procurement to replace the Item Quantity quality bonus (which determines the difficulty for your workers) with a rarity bonus (which does not increase the difficulty for your workers). These Chisels are quite cheap (usually 2 Chaos or less).
² For those who don’t want to bother with Maven Chisels and will just use a single Orb of Scouring on their maps. We should assume 20% quality in this case, as we are always benchmarking against the hardest map we want to run.
³This is for those who want to complete the Gear Grinding Goals Challenge requirement “Claim Rewards from Rare, Tier 14 or higher Maps” from Atlas Runners. It is easier on normal T14s than Guardian Maps, but this way is still quite easy and will net you a lot of fragments/crests you can run or sell to recoup your costs.
It involves scouring your maps, then making them Magic using an Orb of Transmutation. If it has only a prefix or a suffix, apply a Regal Orb. If it has both, use Orbs of Alteration until it does not before applying a Regal Orb. Then use a single Maven’s Chisel of Procurement to get rid of the Item Quantity Bonus. My Calculation Document has a sheet dedicated to helping with this strategy.
⁴This is a benchmark for the same purpose as above, but without needing to bother with Maven Chisels.
⁵For the purpose of Shaper/Guardian Maps, I bought a 107% increased item quantity map. It is very exceptional to get above this IIQ percentage on rare maps, but not impossible. In that case, you have the choice between rerolling your map, throwing it away, adding a bit more Power to your team or accepting slightly worse metrics.
⁶For the purpose of an 8-mod Guardian Map (which is a possible outcome of using a Vaal Orb on a map people who want to heavily juice maps use), I bought the highest IIQ map available on the market at the time at 144%. Yes, it was quite overpriced – all for science. While it is not impossible you’ll get an even higher percentage, it is also very unlikely.
⁷Use this Calculator Sheet to calculate the Power Level of your own team and get some quick references of Power Levels for Common Team Compositions.
⁸Calculated as 0.4 Gold per hour per Power, which is the average I reached for Mappers. Depending on how lucky you were with the wage rolls of your workers, you may reach a slightly lower or higher number.
Tier 17 Maps
I am not sure why you would want to waste T17 on your Kingsmarch workers, but the data is here for completion’s sake.
| Map type | Potential Clear | Minimal Casualty | Guaranteed Clear |
| Low IIQ¹ | 25600 Power⁵ 3874 Gold⁶/Map 22 minutes 42 seconds |
34200 Power 4165 Gold/Map 18 minutes 16 seconds |
Impossible 53-100% Expected Clear Rate for Lvl 10s |
| Medium IIQ² | 29100 Power 4346 Gold/Map 22 minutes 24 seconds |
Impossible⁷ 2% Casualty Rate for Lvl 10s |
Impossible 45-100% Expected Clear Rate for Lvl 10s |
| High IIQ³ | 30800 Power 4562 Gold/Map 22 minutes 13 seconds |
Impossible 4% Casualty Rate for Lvl 10s |
Impossible 42-100% Expected Clear Rate for Lvl 10s |
| Highest IIQ⁴ | 34200 Power 4989 Gold/Map 21 minutes 53 seconds |
Impossible 7% Casualty Rate for Lvl 10s |
Impossible 37-100% Expected Clear Rate for Lvl 10s |
¹ Below 100% Increased Item Quantity. This involves deliberately rolling for low IIQ. You’ll get this approximately once every 8 rolls.
² Between 100% and 135%. You’ll get this more often than not. A full team of Level 10s can run up to 127% with a 1% Casualty Rate.
³Between 136% and 154%. This includes deliberately aiming for a high roll. You’ll get this roughly once every 10 times when rolling a fully chiseled map. Kind of a waste to have these go to Atlas Runners rather than selling or running them if you ask me, however.
⁴Up to 190%, which was the highest available Increased Item Quantity Map on the market at the time. Yes, it was overpriced. No, I don’t know why you would want to give this to your Kingsmarch Workers. All for science.
⁵Use this Calculator Sheet to calculate the Power Level of your own team and get some quick references of Power Levels for Common Team Compositions.
⁶Calculated as 0.4 Gold per hour per Power, which is the average I reached for Mappers. Depending on how lucky you were with the wage rolls of your workers, you may reach a slightly lower or higher number.
⁷As mentioned above, a full team of Level 10s can run up to T17 maps with 127% Increased Item Quantity with a Casualty Rate of 1%.
