Core strategy · Intermediate

Dwarf Eats Mountain Prestige & Ascension Guide

A decision-first guide from the first Prestige into the Ascension loop: reset rules, Tier 1–6 unlocks, PP allocation, and when to keep pushing or reset.

First Prestige through repeated Ascensions 9 chapters 9 min read Updated Aug 10, 2026

Prestige and Ascension solve different problems. Prestige turns one slow run into a faster next run. Ascension sacrifices the ordinary Prestige tree to grow a permanent Tier 6 layer. Treating both as “reset when the button lights up” wastes time and, before Ascension, can erase unspent value.

Version note: This guide was updated on August 10, 2026. The Ascension requirement shown after “PP needed in non-T6 upgrades” is a runtime value; use the number in your current Prestige screen rather than an old fixed target.

1. Separate the three progression layers

The game has three scopes of progress:

LayerWhat it containsWhat ends itMain purpose
Current runGold, Mithril, Souls, Faith, dwarves, buildings, ordinary upgrades, and most artifactsPrestige or AscensionPush mountains and accrue Prestige Points
PrestigeSpendable PP and Tier 1–5 permanent upgradesAscensionMake ordinary runs start faster and scale farther
AscensionAscension rank and the special persistent Tier 6 layerNothing in the ordinary loopScale endless progression and rebuild faster after each deeper reset

Prestiging resets the current run and makes accrued PP spendable. Purchased Prestige upgrades then persist through later ordinary Prestiges. You can only spend PP in the Prestige screen after Prestiging; it cannot be spent during a live run.

Ascending is optional. Tier 6 upgrades work without Ascending, but Ascension rank gates and scales more of that layer.

2. Know exactly what resets and what remains

ProgressAfter PrestigeAfter Ascension
Gold, Mithril, Souls, Faith, dwarves, buildings, and run upgradesResetReset
Accrued PPBecomes spendableUnspent PP is wiped
Tier 1–5 Prestige upgradesKeptWiped
Special persistent Tier 6 upgradesKeptPreserved by the Ascension rule
Ascension rankUnchangedPermanently +1
Ordinary artifactsLost unless a retention upgrade appliesStart the new cycle under the retained Tier 6 rules

Artifact retention is its own exception. Vault of Kings retains random artifacts, while Divine Relic and Vault of Gods allow selected artifacts. PP-producing artifacts cannot be selected by the choice-based effects.

The safe pre-Ascension rule is simple: do not leave PP unspent, and spend as much as the current Ascension rank permits in the Tier 6 upgrades you want to preserve. The game itself displays this warning in the Ascension panel.

3. Read the PP economy correctly

The base game awards 1 PP randomly every one to three consumed mountains. PP can also come from bosses and artifacts. Later upgrades add more sources, notably Buried Heirlooms Newspaper and, after mountain level 100, Primordial Hunger.

Three numbers on the Prestige screen mean different things:

  • Accrued: earned during the current run but not yet spendable;
  • Spendable: available for purchases after Prestiging;
  • Spent: the cumulative amount that opens higher tiers and powers upgrades that scale from PP spent.

Do not hoard PP merely to reach a tier. Tier gates use PP spent, not PP sitting unused. Spending also improves effects such as Golden Inheritance, which grants starting Gold for every PP spent, and later Stalwart Legacy, which grants a starting dwarf for every 12 PP spent.

The interface supports Shift + click to buy up to five ranks and Ctrl + Shift + click to buy a whole row. Check the final allocation before beginning the next run, because PP cannot be spent outside this screen.

4. Use the Tier 1–6 unlock table

Each purchase costs PP equal to its Tier. A Tier 4 rank therefore costs 4 PP, regardless of the upgrade’s effect.

TierTotal PP spent requiredCost per rankStrategic role
101 PPStarting resources, free early units, and immediate logistics
2122 PPBroad combat, Runner stability, PP generation, and first system unlocks
3503 PPAutomation, advanced buildings, rituals, and build-defining bonuses
41254 PPLate buildings, Mapping synergies, starting population scaling, and specialist systems
51805 PPArtifact retention and powerful endgame multipliers
62506 PPAscension-scaled, persistent, and endless upgrades

Unlocking a higher tier does not replace or invalidate lower tiers. The tree is cumulative: low-tier starting bonuses shorten every rebuild, while high-tier systems decide how far and how automatically the run can progress.

5. Spend PP by bottleneck, not by row order

There is no universal exact build, but a reliable purchase order exists at the level of jobs.

First 12 PP: make the opening functional

  1. Buy at least one rank of Golden Inheritance so every PP spent also improves starting Gold.
  2. Add Swift Start if ore waits on the ground, or Veteran Settlers if housing roles open too slowly.
  3. Take Ancient Cache when early Mithril blocks the Forge or a decisive upgrade.
  4. Use free Miner and Demodwarf purchases to reduce opening Gold pressure.
  5. Spend the remaining points on the bottleneck you actually observed, then open Tier 2 at 12 spent.

Starting Runners usually beat extra damage when the previous run ended with ore piles and no Gold. Extra damage wins when Runners were idle while the mountain barely moved.

Tier 2: stabilize the loop and start compounding

Prioritize one upgrade from each relevant job:

  • PP growth: Buried Heirlooms Newspaper adds a PP chance to every consumed mountain.
  • Logistics: Hard Carries, Fleet-Footed And Rock-Hard, or Marching Orders.
  • Broad output: Lust For Rock And Stone provides cooldown reduction to all dwarves.
  • System access: Cyberdwarf, Powder Hall, or Ritual Power only when the current build will use that branch.
  • Build cleanup: Controlled Demolition is especially valuable when explosives scatter ore or disrupt Runners.

Do not buy every system unlock immediately. An unopened branch costs nothing; an unlocked branch can consume Gold, Mithril, housing, and attention without helping the current goal.

Tier 3–5: unlock structure before adding small multipliers

At these tiers, ask what the next run cannot currently do:

  • choose Manufactorum or Spelunker’s Guild when automation, treasure, Mithril, or Mapping is the missing system;
  • buy Geode Sanctum, Meadhall, or Shrine when its resource axis is part of the next plan;
  • deepen only the damage family supported by your artifacts and existing units;
  • take artifact retention before a reset when a specific artifact removes a major opening gate;
  • prefer broad economy or cooldown effects over a narrow unit bonus when the main build is still changing.

The goal is not to fill Tier 3 before touching Tier 4. The goal is to spend toward the next permanent breakpoint while avoiding dead branches.

Tier 6: buy the next Ascension, not the current run

Before Ascending, prioritize among the ranks currently allowed by your Ascension level:

  1. Rebuild speed: starting Gold, Mithril, Souls, building head starts, and free-building automation.
  2. Compounding: Primordial Hunger when runs reliably pass mountain level 100.
  3. Main engine: the endless damage rank for the unit family you actually use.
  4. Artifact continuity: Vault of Gods and Divine Archives when a retained artifact changes the opening.
  5. Specialized utility: ritual cooldown, Shrine capacity, or Spire bypass only when that system is the real limiter.

Broad run acceleration is usually better for an early Ascension than spreading points across several unused damage families.

The value of Prestige is measured by how much faster the rebuilt opening becomes

6. Prestige when the next run has a concrete advantage

Do not Prestige because the button is available, and do not extend a stalled run only because it still produces occasional PP.

Prestige when most of these are true:

  • the next meaningful purchase takes much longer than the previous one;
  • the current mountain or boss remains out of reach after a sensible reallocation;
  • the PP package you can buy removes a named opening bottleneck;
  • repeating the opening with starting Gold, Runners, Mithril, or free units will be materially faster;
  • no nearby Den, boss, artifact, or mountain reward is worth finishing first.

Continue the current run when a reachable milestone grants more value than the proposed reset package. Examples include one more boss, a nearly completed artifact condition, enough PP to cross the next spent threshold, or a mountain that unlocks a critical system.

Use a marginal-time comparison: will the next 20–30 minutes buy more permanent progress here, or after a reset? This is more reliable than copying a fixed mountain number from another build or version.

7. Ascend only with a rebuild package ready

The Ascension panel shows the required PP spent in non-Tier-6 upgrades. Use that live requirement. Once eligible, Ascension is worthwhile when:

  • the current Ascension rank permits Tier 6 purchases that materially improve the next cycle;
  • useful PP has already been moved into persistent Tier 6 ranks;
  • rebuilding Tier 1–5 is faster than continuing to stack ordinary Prestige bonuses;
  • the current completion, artifact, or achievement goal does not require finishing this cycle first.

Ascending permanently grants +1 Ascension rank and starting PP equal to 25 per rank, capped at 125. That means rank 1 starts with 25 PP, rank 2 with 50, and rank 5 or higher with 125. This starting budget helps reconstruct the low tiers, but it does not preserve the Tier 1–5 purchases themselves.

Before holding the Ascend button:

  1. enter the Prestige screen;
  2. spend all useful PP;
  3. put available purchases into the Tier 6 ranks intended to survive;
  4. verify the current confirmation text and retained effects;
  5. only then Ascend.

If you have no worthwhile Tier 6 purchase available, there is usually no reason to erase a productive Tier 1–5 tree immediately. Ascension is optional, and Tier 6 effects already function before the reset.

8. Rebuild efficiently after Ascension

After Ascending, use the starting PP as a route through the tree rather than recreating the previous build rank by rank.

  1. Rebuy Golden Inheritance and the minimum starting logistics needed for a clean opening.
  2. Reach 12 PP spent and use Tier 2 to restore PP generation, Runner stability, and one core system.
  3. Reopen the structural buildings required by the chosen route; skip branches that did not contribute last cycle.
  4. At 50, 125, and 180 spent, take the specific automation, late building, and artifact-retention breakpoints you need.
  5. Return surplus PP to the Tier 6 layer before the next Ascension.

The correct measure of an Ascension is not the first run’s maximum mountain. It is how quickly the whole cycle returns to Tier 6 and whether each repeated cycle requires less manual rebuilding.

Reset checklist

Before Prestige

  • Is the current run actually plateauing?
  • Which exact purchase will make the next opening faster?
  • Is there a nearby boss, artifact, or tier threshold worth finishing first?
  • Will ore logistics, damage, housing, or a system unlock remain the bottleneck after reset?

Before Ascension

  • Does the live panel show the non-Tier-6 requirement as satisfied?
  • Have all useful PP been spent?
  • Have available persistent Tier 6 purchases been bought first?
  • Is the next cycle’s first 25–125 PP allocation planned?
  • Are you willing to lose the current Tier 1–5 tree now?

Use the Prestige index to inspect all upgrades and exact ranks while planning the package.

轉生與飛昇解決的是兩個不同問題。轉生把一局已經變慢的流程,換成下一局更快的開局;飛昇則犧牲普通轉生樹,換取永久成長的 6 級層。把兩者都理解成“按鈕亮了就重置”,不僅會浪費時間,還可能在飛昇前損失沒有轉化成永久升級的聲望點。

版本提示: 本文更新於 2026-08-10。“飛昇需要在非 6 級升級中消費的聲望點”由遊戲運行時顯示,應以當前轉生界面的數字為準,不使用舊版本固定門檻。

1. 先分清三層進度

遊戲存在三種不同範圍的成長:

層級包含內容由什麼結束主要用途
當前局金幣、秘銀、山魂、信仰、矮人、建築、普通升級及大部分神器轉生或飛昇推進山體並累計聲望點
轉生可消費聲望點與 1–5 級永久升級飛昇讓普通對局開局更快、推進更遠
飛昇飛昇等級與特殊的永久 6 級成長層普通循環不會將其重置支撐無盡成長,並加快每次深層重置後的重建

轉生會重置當前局,並讓本局累計的聲望點變為可消費狀態。購買的轉生升級會在之後的普通轉生之間保留。聲望點只能在完成轉生後的轉生界面消費,進行中的對局無法隨時加點。

飛昇是可選功能。6 級升級不需要先飛昇也能生效,但飛昇等級會解鎖並強化這一層的更多內容。

2. 明確什麼會重置、什麼會保留

進度轉生後飛昇後
金幣、秘銀、山魂、信仰、矮人、建築與局內升級重置重置
本局累計聲望點變為可消費點數未消費聲望點清空
1–5 級轉生升級保留清空
特殊的永久 6 級升級保留按飛昇規則保留
飛昇等級不變永久 +1
普通神器沒有保留升級時丟失新循環按已保留的 6 級規則重新開始

神器保留是單獨的例外。“諸王寶庫”隨機保留神器,“神聖遺物”與“諸神寶庫”則允許自選保留。會產出聲望點的神器不能被自選保留效果選中。

飛昇前最穩妥的規則只有一句:不要留下未消費聲望點,並把當前飛昇等級允許購買的點數儘量投入希望保留的 6 級升級。 遊戲飛昇界面本身也會明確顯示這條警告。

3. 正確理解聲望點經濟

基礎規則是每吞噬 1–3 座山,隨機獲得 1 點聲望點。首領與部分神器也能提供聲望點。後續還可以通過“遺世珍寶”增加每座山的聲望點概率,並在山體等級超過 100 後使用“洪荒飢渴”進一步提高產出。

轉生界面中的三個數字含義不同:

  • 累計: 當前局已經獲得,但還不能消費的聲望點;
  • 可消費: 完成轉生後可以用於購買升級的聲望點;
  • 已消費: 用於開啟更高等級,並參與部分按累計消費成長的升級。

不要為了“攢夠開下一級”而讓聲望點閒置。等級門檻看的是已消費點數,不是手裡沒有花掉的點數。消費聲望點還會強化“黃金遺澤”等按已消費點數提供開局金幣的效果;後期“堅毅傳承”則會按每消費 12 點聲望點增加 1 名開局矮人。

界面支持 Shift + 點擊一次購買最多 5 階,Ctrl + Shift + 點擊購買整行。開始下一局前應檢查最終分配,因為離開這個界面後就無法繼續消費聲望點。

4. 使用 1–6 級解鎖表

每次購買的費用等於所在等級。例如 4 級的每一階固定消耗 4 點聲望點,與升級具體效果無關。

等級所需累計消費每階費用戰略職責
101 點聲望點開局資源、免費前期單位與即時物流改善
2122 點聲望點泛用戰力、搬運穩定、聲望點增長與首批系統解鎖
3503 點聲望點自動化、進階建築、儀式與決定構築的強化
41254 點聲望點後期建築、探索度聯動、開局人口成長與專門系統
51805 點聲望點神器保留與強力終局倍率
62506 點聲望點受飛昇強化、可永久保留或無限成長的升級

解鎖高等級不會替代低等級。整棵樹是累積關係:低級開局加成負責縮短每次重建,高級系統則決定一局能推進多遠、能夠自動化到什麼程度。

5. 按瓶頸分配聲望點,而不是從上往下點滿

不存在適用於所有構築的唯一加點表,但不同階段存在穩定的職責優先級。

前 12 點:先讓開局循環正常運轉

  1. 至少購買 1 階“黃金遺澤”,讓之後消費的每一點聲望點都轉化為更多開局金幣。
  2. 如果上一局地面總是堆礦,先買“迅捷起步”;如果開局缺少承擔職責的人口,則先買“拓荒老兵”。
  3. 如果偉大熔爐或關鍵升級總被前期秘銀卡住,購買“遠古秘藏”。
  4. 用免費礦工與爆破矮人降低開局金幣壓力。
  5. 剩餘點數用於上一局實際出現的瓶頸,並在累計消費 12 點後開啟 2 級。

上一局以“滿地礦石但沒有金幣”結束時,開局搬運工通常比額外傷害更重要;搬運工經常空閒而山體幾乎不掉血時,才應優先補傷害。

2 級:穩定循環並開始複利

按當前需要,從以下職責中選擇:

  • 聲望點成長: “遺世珍寶”讓每座被吞噬的山都有額外概率產出聲望點。
  • 物流: “艱難前行”“身堅步捷”或“行軍號令”。
  • 泛用輸出: “山石之慾”為所有矮人提供冷卻縮減。
  • 系統入口: 只有下局確實會使用時,才投入賽博矮人、火藥工坊或儀式威能。
  • 構築整理: 爆炸持續打散礦石或幹擾搬運工時,“可控獲益”價值很高。

不要一次解鎖所有系統。尚未開啟的分支不會消耗資源;開了卻不用的分支會同時吞掉金幣、秘銀、住房與操作注意力。

3–5 級:先補系統結構,再買小倍率

到這一階段,應先問下一局目前“做不到什麼”:

  • 缺自動化、尋寶、秘銀或探索度時,在製造工廠與探險家行會中選擇對應系統;
  • 只有當晶洞聖所、釀酒大廳或聖壇屬於下一輪計劃時,才購買這些建築入口;
  • 傷害強化只深入當前神器與單位已經支持的主力兵種;
  • 某件神器能夠明顯解除開局門檻時,在重置前購買神器保留;
  • 主力構築仍在變化時,泛用經濟與冷卻收益通常比單一兵種小倍率更穩。

目標不是先把 3 級全部買完再碰 4 級,而是朝下一個永久關鍵節點消費,避免把聲望點丟進不會使用的分支。

6 級:為下一次飛昇購買,而不是隻看當前局

飛昇前,應在當前飛昇等級允許購買的項目中按以下順序判斷:

  1. 重建速度: 開局金幣、秘銀、山魂、建築預解鎖與免費建築自動化。
  2. 複利增長: 對局能夠穩定超過 100 級山體後,投入“洪荒飢渴”。
  3. 主傷害引擎: 只購買自己長期使用兵種的無盡傷害。
  4. 神器連續性: 保留神器能改變開局時,購買“諸神寶庫”與“聖典秘錄”。
  5. 專門功能: 只有儀式、聖壇容量或世界巨峰門檻確實卡住流程時,再購買對應功能。

前幾次飛昇中,泛用重建速度通常比同時投資多個不會使用的傷害兵種更有效。

轉生是否值得,應看重建後的開局到底快了多少

6. 下一局有明確優勢時再轉生

不要因為轉生按鈕已經出現就立即重置,也不要因為當前局偶爾還能產出聲望點,就無限延長已經停滯的流程。

滿足以下多數條件時,適合轉生:

  • 下一項關鍵購買所需時間遠高於上一項;
  • 合理重新分配資源後,當前山體或首領仍無法突破;
  • 可購買的聲望點組合能解除一個明確的開局瓶頸;
  • 帶著開局金幣、搬運工、秘銀或免費單位重跑會明顯更快;
  • 附近沒有值得先完成的巢穴、首領、神器或山體獎勵。

如果一個很近的里程碑價值高於計劃中的轉生組合,就繼續當前局。例如再擊敗一個首領、完成一項接近結束的神器條件、拿到足以跨過下一消費門檻的聲望點,或吞掉能解鎖關鍵系統的山體。

最實用的是邊際時間比較:接下來 20–30 分鐘留在本局,還是重置後能買到更多永久進度? 這個判斷比照抄其他構築或舊版本的固定山數可靠。

7. 準備好重建組合後再飛昇

飛昇界面會顯示需要在非 6 級升級中消費的聲望點數量,應以這個即時門檻為準。滿足門檻後,以下條件同時成立時才適合飛昇:

  • 當前飛昇等級允許購買的 6 級項目能明顯改善下一輪循環;
  • 有用的聲望點已經轉化為會保留的 6 級升級;
  • 重建 1–5 級的速度已經快於繼續堆普通轉生加成的收益;
  • 當前完成度、神器或成就目標不要求先完成這一輪。

每次飛昇永久增加 1 階飛昇等級,並按每階 25 點提供開局聲望點,最高 125 點。因此飛昇 1 階開局獲得 25 點,2 階獲得 50 點,5 階及以上獲得 125 點。這個預算能幫助重建低等級,但不表示原來的 1–5 級購買被保留。

按住飛昇按鈕前:

  1. 進入轉生界面;
  2. 消費所有仍有用途的聲望點;
  3. 先購買當前可用、並計劃長期保留的 6 級項目;
  4. 再次核對當前版本的確認文字與保留效果;
  5. 最後執行飛昇。

如果當前沒有值得購買的 6 級項目,通常沒必要立即清空一棵仍在高效工作的 1–5 級樹。飛昇是可選的,而且 6 級效果在飛昇前已經可以生效。

8. 飛昇後按路線重建,而不是機械復原

飛昇後應把開局聲望點當成一條重新穿過轉生樹的路線,而不是逐項照抄上一輪:

  1. 重新購買黃金遺澤,以及維持順暢開局所需的最低物流。
  2. 達到累計消費 12 點後,用 2 級恢復聲望點增長、搬運穩定與一個核心繫統。
  3. 只重新開啟當前路線需要的結構性建築,跳過上一輪沒有貢獻的分支。
  4. 在累計消費 50、125 與 180 點時,分別拿到需要的自動化、後期建築與神器保留節點。
  5. 下一次飛昇前,再把剩餘聲望點投入 6 級。

判斷一次飛昇是否成功,不應只看飛昇後第一局能到多少級山體,而應看整個循環能多快重新回到 6 級,以及每次重複循環需要的手動重建是否越來越少。

重置前檢查清單

轉生前

  • 當前局是否真的進入平臺期?
  • 哪一項具體購買會讓下一次開局更快?
  • 附近是否有值得先完成的首領、神器或等級門檻?
  • 重置後,物流、傷害、住房或系統入口中哪一項仍會是瓶頸?

飛昇前

  • 當前界面是否顯示已經滿足非 6 級消費要求?
  • 所有仍有用途的聲望點是否已經消費?
  • 當前可購買的永久 6 級項目是否已經先買?
  • 下一輪最初 25–125 點聲望點的分配是否已有計劃?
  • 現在是否願意失去當前 1–5 級轉生樹?

規劃加點時,可打開轉生圖鑑查詢全部升級與具體階數。