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Stats

Dwarf Eats Mountain stat reference: mithril luck, luck, gem luck, damage, crit, cooldown, den damage, runner stats, and utility stats.

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 useReduces wasted shots.
Best fitBallistics Workshop, Harpoon Ballistas, turrets, and den-focused projectile builds.
PriorityBuy after the weapon exists and misses are visibly slowing the build.
PageAccuracy Role
Dwarven PrecisionHarpoons get bonus accuracy at hitting dens.
Turret AccuracyTurrets get bonus hit chance.
Ballistics WorkshopThe main building where accuracy decisions matter.

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 useRaises hit count and damage uptime.
Best pairingHigh damage per hit, Crit Chance, Mithril Luck, and proc-based effects.
Watch outCooldown that creates too much ore can expose a hauling bottleneck.
PageUse
Rapid CannonadeGreat Duke Cannon attack speed.
Lubed CrankHarpoon cooldown support.
Turret Cooling MechanismTurret cooldown support.
Rapid IgnitionFlameworks/fire uptime.
Cooling MastersLaser/science cooldown support.

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 useHelps a build handle calamity events instead of only pushing mountain health.
Best whenFalling stars, invasions, rock storms, or other calamity objects are disrupting the run.
Common sourceSeveral weapon lines expose Calamity Damage Multiplier in their object stats.

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 useRaises payload per trip.
Best pairingSpeed, Gathering Speed, Dodge, and Shields.
Common trapCapacity without speed can make loaded returns crawl, especially before slowdown support.
PageUse
Carrying CapacityMain Runner capacity upgrade.
Gorilla ArmsCapacity and payload-throwing support.
Rhino LegsReduces loaded-speed penalty.
BulldozerHigh-capacity machine hauling route.
Magical Back BraceArtifact capacity support.

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 useTurns a damage line into occasional bigger hits.
Best pairingCrit Multiplier, high base damage, and enough attack rate to roll often.
AvoidOverbuying crit before the line has enough base damage or cooldown support.
PageCrit Role
Serrated Mithril SpikesHarpoon crit support.
Deadeye CalibrationGreat Duke Cannon crit support.
Enchant Lethal PrecisionForge enchant route for crit scaling.
Dwarf and Weapon StatsShows which objects expose crit chance.

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 useRaises the payoff of each critical hit.
Best pairingEnough Crit Chance to make crits frequent and enough base damage for the multiplier to matter.
Rule of thumbCrit multiplier is weak when crit chance is tiny; it becomes strong after crit chance or hit count improves.

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.

AffectsMountain health, ore value, drop progress, den kills when applied to dens, and many timed checks.
Scales withCrit Chance, Crit Multiplier, Attack Cooldown, Multishot, and target-specific modifiers.
Watch outDamage that creates ore faster than Runners can haul it can still be wasted.
BranchDamage Identity
Miner's GuildEarly direct hit damage and pickaxe support.
Demolition ShackExplosive burst, den damage, and mapping-scaling Demodwarf builds.
Ballistics WorkshopHarpoons, den focus, projectile scaling, and Ballista momentum.
FlameworksFire damage, burn effects, and firefield hybrid scaling.
Artillery HallHeavy cannon, rockets, nukes, and late burst packages.
Grand LaboratoryLaser/scientist scaling and utility 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 useKills dens faster without necessarily optimizing ordinary mountain damage.
Use caseDens can pay out artifacts, mithril, loot, and special progression value.
Best pairingDeath Mark, Harpoon Ballistas, Demodwarf den bonuses, and den artifact support.
PageUse
Death MarkFocuses Harpoon Ballistas on a selected den until it dies.
Monster BaneHarpoon den-damage scaling after Mithril Forging support.
Denbreaker's RainPermanent Ballista damage after Ballista den kills.
Great Slayer's AxeAll dwarves get bonus damage against dens.
Dens and ArtifactsStrategy-level guide for den farming.

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 baseRunners have about 10% base dodge.
Luck scalingRunner dodge gains extra chance from Luck and caps around 70%.
Best useHazard-heavy runs where falling rocks or monsters are repeatedly stopping haulers.
Common trapDodge prevents downtime, but it does not move ore by itself. Buy basic speed/capacity first unless hazards are already the bottleneck.

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 useArea burst and object displacement.
Best fitDemolition Shack, Artillery Hall, TNT, bombs, nukes, and cannon effects.
Watch outMore force can create hauling problems if ore flies farther than runners can collect efficiently.

Fire Damage covers Flamer hits, burn effects, and firefield-style scaling. It is the core stat family for Flameworks and fire hybrid builds.

Main useDamage-over-time and firefield pressure.
Best fitFlamers, Draconic Salvo, Infernal Symphony, and late fire/artillery hybrids.
Watch outFire builds still need enough hauling and direct progress to convert damage into upgrades.

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 useReduces pickup time at the ore pile.
Best pairingSpeed for travel time and Carrying Capacity for payload size.
When to buyWhen runners reach the pile quickly but spend too long filling up.

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 useImproves gem-focused ore drops and gem-value farming.
Damage gateThe ore-drop pipeline only starts forced-gem behavior on large enough hits.
Chance capThe gem-forcing chance starts low and caps around 60%.
Best build fitOre/gold farming, gem calamities, and high-damage hit builds that can afford to bias toward gems.
Upgrade or ArtifactUse
Crystal SkullBroad gem-luck support for dwarves.
Stardust Calamity PowderDemodwarf package with Gem Luck, Mithril Luck, and damage.
Superheated Gem HarvesterLaser/gem route support.
Ore and Gold FarmingGuide-level context for when gem bias beats ordinary ore income.

HP is object health. It appears on machines such as Bulldozers, falling hazards, and other game objects.

Main useSurvivability for machines, hazards, and defensive objects.
Best known unitBulldozer, which is both a hauler and a protected machine.
When to prioritizeWhen a machine's uptime is the bottleneck, not its speed or capacity.

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 useImproves chance-based effects attached to the acting unit or weapon.
Mithril conversionFor damage-based mithril drops, normal Luck contributes 0.01 Mithril Luck per point.
Runner useRunner dodge and some runner lucky-find effects scale with Luck.
Common mistakeAssuming one unit's Luck automatically improves every other unit. Check the page that grants it.
SystemPlayer Meaning
Mithril dropsNormal Luck adds a small amount to the Mithril Luck term for the hit.
Ore and gem dropsLuck can support drop and gem-forcing rolls when the hit is large enough.
RunnersRunner dodge formulas and some ore/gem handling upgrades read runner Luck.
Enchant Good LuckA direct way to push a chosen dwarf or building's lucky rolls.
Holy GrailExample of broad artifact Luck support.

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.

FormulaEach hit adds progress from its damage share of mountain max HP. The multiplier is 0.03 + 0.06 times the capped mithril-luck term.
CapThe formula caps the combined mithril-luck term at 18 before applying the multiplier.
Normal luck conversionEach normal luck point on the hit contributes 0.01 Mithril Luck for this formula.
Best useTake it when mithril is the bottleneck and damage drops are part of your income plan.

The practical formula is:

Mithril progress per hit

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.

Upgrade or ArtifactMithril Role
Mithril DiviningShares Spelunker mithril-luck value into all dwarves, making the Spelunker route a real mithril engine.
Greyglitter LeylinesPermanent all-dwarf Mithril Luck. This is one of the cleanest long-run mithril fixes.
Greyglitter Dowsing AmuletArtifact support for mithril-focused runs.
Forgeheart EmberTemporary damage and Mithril Luck after Forge Artifact use.
Stardust Calamity PowderDemodwarf support that includes Mithril Luck, Gem Luck, and damage.

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 useMore hit rolls per attack window.
Best pairingDamage, Crit Chance, Accuracy, and Den Damage.
Watch outExtra weak shots can be worse than fewer strong accurate shots.

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 useImproves target coverage.
Best fitTurrets, beams, projectile lines, and den-focused builds.
Compare againstAccuracy and Attack Cooldown; reach alone does not fix misses or slow shots.

Shields are temporary protection effects. They usually matter because they keep runners, haulers, or selected dwarves active through falling rocks and other hazards.

Main usePrevent hazard hits from turning into downtime.
Best pairingDodge, Speed, and runner capacity.
When to buyWhen hazards are stunning or damaging enough workers that raw damage upgrades stop helping.
Upgrade or ArtifactEffect
Boon of ShieldingForge ritual protection; Ritual Power improves shield charges.
Aegis MedallionGives a runner a temporary shield after reaching maximum carrying capacity.
Oxheart WardAdds shielding to Ox-Lung Lager runner buffs.
Shield of OlafArtifact shield chance after rest or when hit.
Magnetic Shielder AuraLaser-adjacent hazard defense effect.

Speed usually means movement speed. For runners and machines, it controls how long a round trip takes between base and loose ore piles.

Main useReduces travel time for haulers and some machine units.
Best pairingCarrying Capacity, Gathering Speed, and hazard protection.
Runner warningLarge carried payloads can slow runners. High capacity is best when speed and slowdown support are also handled.

Stun and Rest Time are downtime stats. They do not look as exciting as damage, but they decide whether workers are actually active.

Stun timeDowntime after falling rocks, monsters, or hazard hits.
Rest timeRecovery time after runs, expeditions, injuries, or specific effects.
Best useFixes builds where workers exist but spend too much time disabled.
SystemDowntime Problem
RunnersFalling rocks and monsters can stun or slow haulers, leaving ore uncollected.
SpelunkersInjuries increase expedition rest time, lowering returns per hour.
BulldozersMachine uptime depends on health, repair, stun, and travel behavior.
Falling hazardsHazard prevention can be stronger than trying to recover afterward.