Kingdom Rush 6 gold: is the Gold Prospector worth it?
Only when it has quiet time to dig. Gold Prospectors mine gold between fights, and at level IV they need 10 to 20 minutes of quiet digging to earn back the 800 gold they cost. However many you build, together they stop at 300 gold a wave.

What each level mines, and how long it takes to pay back
A Gold Prospector digs 1-2 / 1-3 / 2-3 / 2-4 gold every 3 seconds at levels I to IV, but only while no enemy it could fight is within 160 and none of its miners is in a fight. The table counts only those quiet minutes, from the best roll to the worst, against the gold spent to reach each level.
| Level | Upgrade cost | Spent so far | Gold every 3 s | Per quiet minute | Quiet minutes to pay back |
|---|---|---|---|---|---|
| I | 120 | 120 | 1-2 | 20-40 | 3-6 |
| II | 160 | 280 | 1-3 | 20-60 | 4.7-14 |
| III | 220 | 500 | 2-3 | 40-60 | 8.3-12.5 |
| IV | 300 | 800 | 2-4 | 40-80 | 10-20 |
So the tower pays for itself on long stages where it sits away from the fighting, and barely at all where the path runs past it. Each level digs faster, but the gold it costs climbs faster still.
The skills that change the sums
- Reserve Miners (250 / 100 / 100 gold for its three levels) keeps the tower digging while its miners fight, at 100 / 150 / 200% of the normal rate. It is the skill that fixes a Prospector parked next to the path.
- Gold Rush, the ultimate from the Upgrades room: After digging for 50 seconds the miners strike a large vein, which yields 18-24 gold every 0.5 seconds over 1.5 seconds.
- The cap still applies: however many Prospectors and skills you stack, the mining stops at 300 gold in a wave.
The full stats, including the soldiers it sends out, are on the Gold Prospectors page. It unlocks at 30 stars on Steam.
Other ways to get more gold
- Royal Edict’s Juicy Rewards. At spell level 4 you pick one of two upgrades; Juicy Rewards makes enemies defeated while the spell is active drop extra gold (the other choice, Fierce Determination, adds damage instead). At level 6, Worldwide Decree spreads the spell over the whole map. See the Royal Edict tree.
- Gold Bag, from the shop for 750 gems: Grants 500 extra gold during a battle.
- Selling before the first wave refunds everything. A sold tower returns 60% of gold spent, and 100% before the first wave, so until the first wave comes you can try a layout, sell it and rebuild without losing gold.

How much gold each stage starts with
Starting gold climbs through the campaign, from 175 on stage 1 to 1,450 on stage 16, with a dip on stage 11, Frostbite Nest, at 600. The stage list has every stage’s gold, waves and lives side by side.
Some tower spots cost gold before you can build on them: stage 10, Abominable Lair, 3 spots at 100 gold each and stage 17, Paladin Enclave, 3 spots at 120 gold each.
Next in the codex
- Gold ProspectorsStats, skills and the soldiers it fields.
- All 9 spellsRoyal Edict's tree and the other eight.
- Loadout plannerFit a Prospector into five tower slots.
- All 18 stagesStarting gold and waves for every stage.