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How to Earn Credits in Skyships and Choose Ore to Sell

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Selling mined ore gives you Credits for your next upgrade. Start with manageable resource runs, keep the materials you need, and add contracts that fit your route.

Port resource market with stored ore, trade quantities, and SELL buttons.

Quick answer

Mine nearby Iron or Copper, dock to secure the load, then sell surplus ore through Market → Resources. Add an Ore Contract when you already plan to mine Iron. At the example market prices, Copper carries more sale value per kilogram than Iron, and Silver beats Tungsten. Shadownite leads all ten ores at approximately 357.14 CR/kg, but access, mining speed, travel distance, and combat risk determine which trip is practical.

Start with a Mining-and-Selling Loop

  1. Find a nearby Iron or Copper deposit. Use the Tactical Map's deposit markers to choose a reachable stop.
  2. Approach within mining range, face the deposit so it is inside the laser arc, and hold F. Move to another deposit when DEPOSIT DEPLETED appears.
  3. Watch your cargo weight and return to port when the hold fills. Dock to secure the load in the Bunker.
  4. Open Market → Resources, choose how much ore to sell, and use SELL to receive Credits.
  5. Check for a contract that fits your next trip, then repeat.

Docking stores your ore; selling it is the separate step that turns it into Credits. See cargo storage and overload for handling the load, or the resource market guide for the full trading process. If the laser will not mine, use the mining warning fixes.

Sell surplus, not your next build's materials. Keep 12 Iron if you still need to build the training M14 from its blueprint, and reserve the materials required by your planned research. Selling those materials now can leave you needing another collection trip before you can upgrade.

Port resource market with stored ore, trade quantities, and SELL buttons.

Compare All Ten Ores by Cargo Value

Sale value per kilogram = sell price per unit ÷ weight per unit. The table ranks cargo value using example port market prices. It measures how much sale value an ore carries in your hold, not how quickly you can earn it.

Ore Weight per unit Example sell price per unit Sale value per kg
Shadownite 14 kg 5,000 CR ≈357.14 CR/kg
Neutrite 9 kg 2,700 CR 300 CR/kg
Adamantite 22 kg 1,500 CR ≈68.18 CR/kg
Magnetite 15 kg 420 CR 28 CR/kg
Gold 19 kg 400 CR ≈21.05 CR/kg
Silver 10 kg 75 CR 7.5 CR/kg
Tungsten 19 kg 100 CR ≈5.26 CR/kg
Nickel 12 kg 48 CR 4 CR/kg
Copper 7 kg 18 CR ≈2.57 CR/kg
Iron 5 kg 5 CR 1 CR/kg

For a sale total, multiply the number of units sold by the unit sell price. For example, 33 Copper at 18 CR each sells for 594 CR and weighs 231 kg. That is the value of that load, not an hourly income rate.

The resource directory also lists rarities, market tier labels, buy prices, and acquisition details.

Choose Ore for a Real Trip

When two deposits are similarly reachable and cargo capacity is your main limit, favor the ore with the higher CR/kg. When travel or mining takes most of the trip, weigh that time against the extra sale value.

  • Early Iron versus Copper: Favor Copper for a sale-focused load when both are convenient to mine. Its approximately 2.57 CR/kg carries more value than Iron's 1 CR/kg. Choose Iron when you need it for construction or an active collection objective.
  • Silver versus Tungsten: Favor Silver when access and mining conditions are comparable. Tungsten sells for more per unit, but its heavier units carry less value per kilogram.
  • Nearby ore versus a distant deposit: A short route with manageable enemies can be a better choice than a long, exposed trip for a higher-priced ore. Include the return to port in that decision.
  • Research materials versus sale stock: Keep the quantities your next research requires, including Iron, Copper, or Nickel when needed. Sell the surplus after setting those materials aside.

Shadownite's leading cargo value does not make it an automatic beginner destination. Choose deposits your current ship can reach and mine, then use the table to decide what deserves the available cargo space.

Tactical Map showing ports and Iron, Copper, and Nickel deposit markers.

Add Contracts That Fit the Route

Open the port's Quests or Contracts menu before leaving. You can hold up to three active contracts, so choose objectives you can combine with the trip you already intend to make.

These Fort Anton T1 offers provide a useful comparison:

Contract Objective for this offer Credits Reputation
Ore Contract Mine 20 units of Iron 60 CR 5 REP
Bounty Hunt Find and destroy BRASS JACK at the assigned location 110 CR 8 REP
Cargo Run Deliver a crate to Courier L-11 near Ash Hall 90 CR 6 REP
Convoy Escort Escort Freighter G300 to Fort Meridian (2) 150 CR 10 REP
Survey Flight Fly over Sandglass Spring, Cinder Deep, and Copperwell 70 CR 5 REP
  • Already mining Iron: Take the Ore Contract before collecting. Its objective fits the same mining trip, making it a natural first choice.
  • Equipped to fight the named target: Add Bounty Hunt when the target is within a route and difficulty you can handle.
  • Traveling toward the recipient: Take Cargo Run when the delivery fits your journey. Follow the assigned Courier rather than treating ordinary port storage as delivery; use the Courier delivery guide for the handover.
  • Planning a longer journey: Consider Convoy Escort or Survey Flight when their destinations fit. For a timed Survey Flight, complete the route before its timer expires.

Convoy Escort has the highest listed payout here at 150 CR and 10 REP, but that alone does not make it the fastest income. Escort time and route difficulty still matter.

Read each offer's own reward: the 90 CR Cargo Run above is a Fort Anton T1 offer, while a separate completed delivery departing Fort Meridian paid 220 CR. See the contract guide for objectives and contract management.

Fort Anton contract menu showing T1 objectives, Credit rewards, and ACCEPT buttons.

Combat Income and Reward Conditions

Destroying enemy ships can award Credits alongside your mining and contract income. Training Raider reward examples include 18 CR for one kill and 4 CR for a separate kill with 3% damage contribution. Treat these as individual encounter rewards, not a fixed payment per Training Raider or a proportional damage-to-Credits formula.

If you plan to earn through combat, claim the free Like Reward for a permanent ×1.25 kill-earnings multiplier, equivalent to 25% more Credits per kill. Use LIKE THE GAME at a port, like Skyships on its Roblox game page, then return and claim. The reward is claimable once per captain.

This boost applies to kill earnings, not ore sales or contract payouts. The Like Reward guide covers the full claim process and its other rewards.

Free Rewards menu showing the permanent ×1.25 kill-earnings boost.