The Museum is where the fossils you unearth become a permanent collection. Each creature species has a skeleton you can assemble from bones and its skull; mounting skeletons fills the Museum's ten biome wings, and completing a wing lights a small permanent bonus. Mount every skeleton to open the Grand Hall.

The Museum page becomes available once you complete your first Excavation dig — there is finally something to house.

Assembling Skeletons

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Every species (57 in all) has one skeleton to build. Each skeleton bill is made of:

  • the species' Skull — the centerpiece, an uncommon find while digging that species' home biome; plus
  • a bill of common fossils scaled to how deep that biome sits in the valley — early skeletons cost a handful of bones and ribs, while late-biome monsters demand plates and amber.

Roughly, each skeleton costs about three to five digs' worth of common fossils, so crates of bones stay useful all the way to the endgame. The deeper the biome, the more fossil types its residents require:

Fossil Quantity per skeleton Required from biome depth
Fossil Bone 6 + 2 per biome tier all biomes
Fossil Rib 3 + ½ per biome tier (rounded down) all biomes
Fossil Vertebra 2 + ½ per biome tier (rounded down) from the 3rd biome (Murkwater Swamp) on
Fossil Claw 2 deeper biomes
Fossil Plate 2 late biomes
Amberized Insect 1 the deepest biomes

Once you have the full bill, assemble the skeleton and the species goes up on display in its biome's wing.

Skulls and Field Journal pages

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A skull is the hard part of any skeleton. Skull odds now curve by biome: an early-biome dig drops one about 14% of the time, easing down to about 8.6% in the deepest biome — the reverse of the old flat rate, so the big early wings no longer drag.

No dig is ever wasted on the skull hunt. Every skull-less dig banks a Field Journal page for that biome, and a duplicate skull banks +3 pages (and you keep the dupe to sell). At the Curator's Desk you spend those pages for a skull of your choice from that ground's pool — 12 pages for the earliest biomes, 15 mid, 18 for the deepest. So a run of bad luck simply becomes a guaranteed skull a little later.

Wings and Perks

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The Museum has ten wings, one per biome. Each wing holds the species native to that biome. Complete a wing — mount every resident species — and its plaque lights with a permanent, always-on bonus. The gathering wings grant a double-yield chance; the production wings grant skill speed; and the two combat wings grant the biggest double-yield of all:

Wing Perk when completed
Grasslands Wing 6% double Foraging yield
Redwood Wilds Wing 6% double Logging yield
Murkwater Swamp Wing 6% double Fishing yield
Cavern Depths Wing 6% double Mining yield
Scorched Badlands Wing +4% Smithing speed
Coral Shallows Wing +4% Cooking speed
Frozen Wastes Wing +4% Alchemy speed
Ashen Peaks Wing +4% Crafting speed
Skyreach Plateau Wing 8% double Expeditions yield
the Sundered Vale Wing 8% double Delving yield

These bonuses stack with other collection bonuses (such as Pets) into a meaningful edge as your collection grows.

The Curator's Survey

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Finish any wing and its Curator's Desk changes job: with no skulls left to trade you, it starts buying that ground's now-dead stock for Curator's Seals instead. This runs per wing, not only once the whole Museum is done — every wing that stands complete is already surveying, while wings you're still filling keep their ordinary skull-trading Desk. Three things convert:

  • that ground's Dig Site Map — priced by biome tier, from 20 maps at Grasslands down to 11 at the Sundered Vale.
  • that ground's Field Journal page — at the Desk's own price, the same 12/15/18 it charges for a skull.
  • a duplicate skull whose species is already mounted — at a third of that price (4/5/6), matching the +3 pages a dupe already banks at the dig.

A finished wing's maps alone come in at roughly 0.6 Seals an hour, plus a trickle from pages and duplicate skulls, so Seals accumulate quietly in the late game without revisiting the wing.

Seals buy a small shelf of capacity-only upgrades (no speed or find-rate effects) that outlasts the Museum itself — the full shelf costs 219 Seals:

Upgrade Effect per rank Max ranks Total ( Seals) Cost by rank ( Seals)
Museum Annex +4 Bank slots 6 97 6, 8, 12, 16, 23, 32
Warden's Stasis Wing +2 Amber Stasis berths (the same pool as the Shop's Stasis Vault) 4 82 10, 15, 23, 34
Deep Survey Team +1 excavation slot — the only way past the Delving ladder's level-75 dig-slot cap 1 40 40

These aren't sold at the Shop — the amber Exchange only lists Amber-priced upgrades, so the Curator's Survey shelf lives here instead.

The Grand Hall

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Mount all 57 skeletons and the Grand Hall opens, granting a capstone bonus of +5% to all skill speeds and the Curator title. The page header tracks your progress toward it as a built/total skeleton count. Since the v0.36.8 pity rework, a full museum takes about 386 digs (roughly 381 slot-hours) — down from over 1,600 before it — so the collection is a season's project rather than a lifetime's.

See Also

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  • Fossils — the bones and skulls used to build skeletons
  • Excavation — where fossils come from
  • Creatures — the species you mount
  • Achievements — the Curator track (First Mount, Head of Collections, Curator)
  • Shop — the Amber-priced upgrade ladder the Curator's Survey shelf sits alongside