Stats
Dwarf Eats Mountain stat reference: mithril luck, luck, gem luck, damage, crit, cooldown, den damage, runner stats, and utility stats.
Accuracy
Section titled “Accuracy”Accuracy is hit reliability. It matters most for projectile or turret lines where missed shots waste a cooldown and delay den or mountain progress.
| Main use | Reduces wasted shots. |
|---|---|
| Best fit | Ballistics Workshop, Harpoon Ballistas, turrets, and den-focused projectile builds. |
| Priority | Buy after the weapon exists and misses are visibly slowing the build. |
Useful Pages
Section titled “Useful Pages”| Page | Accuracy Role |
|---|---|
| Dwarven Precision | Harpoons get bonus accuracy at hitting dens. |
| Turret Accuracy | Turrets get bonus hit chance. |
| Ballistics Workshop | The main building where accuracy decisions matter. |
Related Pages
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Attack Cooldown
Section titled “Attack Cooldown”Attack Cooldown is the time between attacks. Lower cooldown means more hits per minute, which can multiply damage, crit rolls, ore rolls, and mithril progress.
| Main use | Raises hit count and damage uptime. |
|---|---|
| Best pairing | High damage per hit, Crit Chance, Mithril Luck, and proc-based effects. |
| Watch out | Cooldown that creates too much ore can expose a hauling bottleneck. |
Common Cooldown Lines
Section titled “Common Cooldown Lines”| Page | Use |
|---|---|
| Rapid Cannonade | Great Duke Cannon attack speed. |
| Lubed Crank | Harpoon cooldown support. |
| Turret Cooling Mechanism | Turret cooldown support. |
| Rapid Ignition | Flameworks/fire uptime. |
| Cooling Masters | Laser/science cooldown support. |
Related Pages
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Calamity Damage
Section titled “Calamity Damage”Calamity Damage is target-specific damage used by calamity-related threats and special event targets. It is not the same as ordinary mountain damage or den damage.
| Main use | Helps a build handle calamity events instead of only pushing mountain health. |
|---|---|
| Best when | Falling stars, invasions, rock storms, or other calamity objects are disrupting the run. |
| Common source | Several weapon lines expose Calamity Damage Multiplier in their object stats. |
Related Pages
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Carrying Capacity
Section titled “Carrying Capacity”Carrying Capacity is how much a runner or machine can carry before returning to base. It is one of the most important economy stats, but it must be balanced with speed and pickup time.
| Main use | Raises payload per trip. |
|---|---|
| Best pairing | Speed, Gathering Speed, Dodge, and Shields. |
| Common trap | Capacity without speed can make loaded returns crawl, especially before slowdown support. |
Useful Pages
Section titled “Useful Pages”| Page | Use |
|---|---|
| Carrying Capacity | Main Runner capacity upgrade. |
| Gorilla Arms | Capacity and payload-throwing support. |
| Rhino Legs | Reduces loaded-speed penalty. |
| Bulldozer | High-capacity machine hauling route. |
| Magical Back Brace | Artifact capacity support. |
Related Pages
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Crit Chance
Section titled “Crit Chance”Crit Chance is the chance for an attack to become a critical hit. Many weapon lines show a 5% base crit chance in their object stats.
| Main use | Turns a damage line into occasional bigger hits. |
|---|---|
| Best pairing | Crit Multiplier, high base damage, and enough attack rate to roll often. |
| Avoid | Overbuying crit before the line has enough base damage or cooldown support. |
Good Places To Look
Section titled “Good Places To Look”| Page | Crit Role |
|---|---|
| Serrated Mithril Spikes | Harpoon crit support. |
| Deadeye Calibration | Great Duke Cannon crit support. |
| Enchant Lethal Precision | Forge enchant route for crit scaling. |
| Dwarf and Weapon Stats | Shows which objects expose crit chance. |
Related Pages
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Crit Multiplier
Section titled “Crit Multiplier”Crit Multiplier controls how much extra damage a crit deals after a crit happens. Many weapon lines show a 1.5x base crit multiplier.
| Main use | Raises the payoff of each critical hit. |
|---|---|
| Best pairing | Enough Crit Chance to make crits frequent and enough base damage for the multiplier to matter. |
| Rule of thumb | Crit multiplier is weak when crit chance is tiny; it becomes strong after crit chance or hit count improves. |
Related Pages
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Damage
Section titled “Damage”Damage is the main stat for breaking mountain health and creating value. It also feeds drop systems because damage dealt relative to mountain max HP contributes to ore and mithril progress.
| Affects | Mountain health, ore value, drop progress, den kills when applied to dens, and many timed checks. |
|---|---|
| Scales with | Crit Chance, Crit Multiplier, Attack Cooldown, Multishot, and target-specific modifiers. |
| Watch out | Damage that creates ore faster than Runners can haul it can still be wasted. |
Damage Branches
Section titled “Damage Branches”| Branch | Damage Identity |
|---|---|
| Miner's Guild | Early direct hit damage and pickaxe support. |
| Demolition Shack | Explosive burst, den damage, and mapping-scaling Demodwarf builds. |
| Ballistics Workshop | Harpoons, den focus, projectile scaling, and Ballista momentum. |
| Flameworks | Fire damage, burn effects, and firefield hybrid scaling. |
| Artillery Hall | Heavy cannon, rockets, nukes, and late burst packages. |
| Grand Laboratory | Laser/scientist scaling and utility damage. |
Related Pages
Section titled “Related Pages”
Den Damage
Section titled “Den Damage”Den Damage is target-specific damage against dens. It is one of the most important stats when you are farming artifacts, mithril, den loot, or den-kill momentum.
| Main use | Kills dens faster without necessarily optimizing ordinary mountain damage. |
|---|---|
| Use case | Dens can pay out artifacts, mithril, loot, and special progression value. |
| Best pairing | Death Mark, Harpoon Ballistas, Demodwarf den bonuses, and den artifact support. |
Strong Den-Damage Pages
Section titled “Strong Den-Damage Pages”| Page | Use |
|---|---|
| Death Mark | Focuses Harpoon Ballistas on a selected den until it dies. |
| Monster Bane | Harpoon den-damage scaling after Mithril Forging support. |
| Denbreaker's Rain | Permanent Ballista damage after Ballista den kills. |
| Great Slayer's Axe | All dwarves get bonus damage against dens. |
| Dens and Artifacts | Strategy-level guide for den farming. |
Related Pages
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Dodge is a safety stat for avoiding falling-rock and monster downtime. It is most visible on runners because stunned or injured runners stop the economy even when your damage is strong.
| Runner base | Runners have about 10% base dodge. |
|---|---|
| Luck scaling | Runner dodge gains extra chance from Luck and caps around 70%. |
| Best use | Hazard-heavy runs where falling rocks or monsters are repeatedly stopping haulers. |
| Common trap | Dodge prevents downtime, but it does not move ore by itself. Buy basic speed/capacity first unless hazards are already the bottleneck. |
Sources
Section titled “Sources”Related Pages
Section titled “Related Pages”
Explosion Radius and Force
Section titled “Explosion Radius and Force”Explosion Radius controls how wide an explosive effect reaches. Explosion Force controls how hard it pushes objects or ore. These stats are powerful, but they can make hauling messier by scattering drops.
| Main use | Area burst and object displacement. |
|---|---|
| Best fit | Demolition Shack, Artillery Hall, TNT, bombs, nukes, and cannon effects. |
| Watch out | More force can create hauling problems if ore flies farther than runners can collect efficiently. |
Related Pages
Section titled “Related Pages”
Fire Damage
Section titled “Fire Damage”Fire Damage covers Flamer hits, burn effects, and firefield-style scaling. It is the core stat family for Flameworks and fire hybrid builds.
| Main use | Damage-over-time and firefield pressure. |
|---|---|
| Best fit | Flamers, Draconic Salvo, Infernal Symphony, and late fire/artillery hybrids. |
| Watch out | Fire builds still need enough hauling and direct progress to convert damage into upgrades. |
Useful Pages
Section titled “Useful Pages”
Gathering Speed
Section titled “Gathering Speed”Gathering Speed is how quickly a hauler picks up ore or gems once it reaches the pile. In object stats this can appear as Gathering Timer; lower timer means faster pickup.
| Main use | Reduces pickup time at the ore pile. |
|---|---|
| Best pairing | Speed for travel time and Carrying Capacity for payload size. |
| When to buy | When runners reach the pile quickly but spend too long filling up. |
Useful Pages
Section titled “Useful Pages”
Gem Luck
Section titled “Gem Luck”Gem Luck, also shown in some stat panels as gem bias or Gem Buff, helps push eligible ore drops toward gems. It matters most when your hits are already large enough to trigger gem preference checks.
| Main use | Improves gem-focused ore drops and gem-value farming. |
|---|---|
| Damage gate | The ore-drop pipeline only starts forced-gem behavior on large enough hits. |
| Chance cap | The gem-forcing chance starts low and caps around 60%. |
| Best build fit | Ore/gold farming, gem calamities, and high-damage hit builds that can afford to bias toward gems. |
Good Sources
Section titled “Good Sources”| Upgrade or Artifact | Use |
|---|---|
| Crystal Skull | Broad gem-luck support for dwarves. |
| Stardust Calamity Powder | Demodwarf package with Gem Luck, Mithril Luck, and damage. |
| Superheated Gem Harvester | Laser/gem route support. |
| Ore and Gold Farming | Guide-level context for when gem bias beats ordinary ore income. |
Related Pages
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HP is object health. It appears on machines such as Bulldozers, falling hazards, and other game objects.
| Main use | Survivability for machines, hazards, and defensive objects. |
|---|---|
| Best known unit | Bulldozer, which is both a hauler and a protected machine. |
| When to prioritize | When a machine's uptime is the bottleneck, not its speed or capacity. |
Useful Pages
Section titled “Useful Pages”
Luck is a broad chance stat, but it is not always global. Most luck values belong to the dwarf, weapon, runner, turret, or effect that is making the roll.
| Main use | Improves chance-based effects attached to the acting unit or weapon. |
|---|---|
| Mithril conversion | For damage-based mithril drops, normal Luck contributes 0.01 Mithril Luck per point. |
| Runner use | Runner dodge and some runner lucky-find effects scale with Luck. |
| Common mistake | Assuming one unit's Luck automatically improves every other unit. Check the page that grants it. |
Where Luck Matters
Section titled “Where Luck Matters”| System | Player Meaning |
|---|---|
| Mithril drops | Normal Luck adds a small amount to the Mithril Luck term for the hit. |
| Ore and gem drops | Luck can support drop and gem-forcing rolls when the hit is large enough. |
| Runners | Runner dodge formulas and some ore/gem handling upgrades read runner Luck. |
| Enchant Good Luck | A direct way to push a chosen dwarf or building's lucky rolls. |
| Holy Grail | Example of broad artifact Luck support. |
Related Pages
Section titled “Related Pages”
Mithril Luck
Section titled “Mithril Luck”Mithril Luck improves the hidden progress meter for damage-based mithril drops. It is not a flat drop percentage. It makes each qualifying hit push the meter farther, then the game checks that progress against a random step.
| Formula | Each hit adds progress from its damage share of mountain max HP. The multiplier is 0.03 + 0.06 times the capped mithril-luck term. |
|---|---|
| Cap | The formula caps the combined mithril-luck term at 18 before applying the multiplier. |
| Normal luck conversion | Each normal luck point on the hit contributes 0.01 Mithril Luck for this formula. |
| Best use | Take it when mithril is the bottleneck and damage drops are part of your income plan. |
How To Read It
Section titled “How To Read It”The practical formula is:
Progress scales with damage dealt divided by mountain max health, then multiplied by a mithril-luck factor. A drop occurs when accumulated progress beats a random step from about 0.3 to 1.7.
This means Mithril Luck is strongest when you are already landing meaningful hits. If your damage is tiny relative to mountain health, Mithril Luck helps but can still feel slow. If you need guaranteed mithril now, combine it with dens, Mithril Veins, and Spelunkers.
Sources and Synergies
Section titled “Sources and Synergies”| Upgrade or Artifact | Mithril Role |
|---|---|
| Mithril Divining | Shares Spelunker mithril-luck value into all dwarves, making the Spelunker route a real mithril engine. |
| Greyglitter Leylines | Permanent all-dwarf Mithril Luck. This is one of the cleanest long-run mithril fixes. |
| Greyglitter Dowsing Amulet | Artifact support for mithril-focused runs. |
| Forgeheart Ember | Temporary damage and Mithril Luck after Forge Artifact use. |
| Stardust Calamity Powder | Demodwarf support that includes Mithril Luck, Gem Luck, and damage. |
Related Pages
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Multishot and Burst Count
Section titled “Multishot and Burst Count”Multishot and Burst Count add extra projectiles or shots to an attack sequence. They are strongest when each projectile already has useful damage, crit, luck, or den-target value.
| Main use | More hit rolls per attack window. |
|---|---|
| Best pairing | Damage, Crit Chance, Accuracy, and Den Damage. |
| Watch out | Extra weak shots can be worse than fewer strong accurate shots. |
Useful Pages
Section titled “Useful Pages”
Range controls how far a weapon, turret, beam, or projectile can reach. It matters when a build has enough damage but fails to connect with targets consistently.
| Main use | Improves target coverage. |
|---|---|
| Best fit | Turrets, beams, projectile lines, and den-focused builds. |
| Compare against | Accuracy and Attack Cooldown; reach alone does not fix misses or slow shots. |
Related Pages
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Shields
Section titled “Shields”Shields are temporary protection effects. They usually matter because they keep runners, haulers, or selected dwarves active through falling rocks and other hazards.
| Main use | Prevent hazard hits from turning into downtime. |
|---|---|
| Best pairing | Dodge, Speed, and runner capacity. |
| When to buy | When hazards are stunning or damaging enough workers that raw damage upgrades stop helping. |
Shield Sources
Section titled “Shield Sources”| Upgrade or Artifact | Effect |
|---|---|
| Boon of Shielding | Forge ritual protection; Ritual Power improves shield charges. |
| Aegis Medallion | Gives a runner a temporary shield after reaching maximum carrying capacity. |
| Oxheart Ward | Adds shielding to Ox-Lung Lager runner buffs. |
| Shield of Olaf | Artifact shield chance after rest or when hit. |
| Magnetic Shielder Aura | Laser-adjacent hazard defense effect. |
Related Pages
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Speed usually means movement speed. For runners and machines, it controls how long a round trip takes between base and loose ore piles.
| Main use | Reduces travel time for haulers and some machine units. |
|---|---|
| Best pairing | Carrying Capacity, Gathering Speed, and hazard protection. |
| Runner warning | Large carried payloads can slow runners. High capacity is best when speed and slowdown support are also handled. |
Common Speed Sources
Section titled “Common Speed Sources”Related Pages
Section titled “Related Pages”
Stun and Rest Time
Section titled “Stun and Rest Time”Stun and Rest Time are downtime stats. They do not look as exciting as damage, but they decide whether workers are actually active.
| Stun time | Downtime after falling rocks, monsters, or hazard hits. |
|---|---|
| Rest time | Recovery time after runs, expeditions, injuries, or specific effects. |
| Best use | Fixes builds where workers exist but spend too much time disabled. |
Where It Matters
Section titled “Where It Matters”| System | Downtime Problem |
|---|---|
| Runners | Falling rocks and monsters can stun or slow haulers, leaving ore uncollected. |
| Spelunkers | Injuries increase expedition rest time, lowering returns per hour. |
| Bulldozers | Machine uptime depends on health, repair, stun, and travel behavior. |
| Falling hazards | Hazard prevention can be stronger than trying to recover afterward. |
