Mechanics handbook

Mechanics Handbook

Read the numbers on the game UI correctly, diagnose the actual bottleneck, and avoid treating unrelated stats as the same probability.

Read the run

Start with three separate chains

Most confusing UI values belong to output, logistics, or event rolls. Improving one does not automatically solve the other two.

01 · Damage output Attack stats → DPM → mountain progress

Calamity buildup is attached to damage, but uses a separate calamity-damage multiplier.

02 · Ore logistics Ore drops → OPM → stash → Gold

More damage can create a backlog when collection cannot keep up.

03 · Event rolls Luck stats → source-specific checks → outcomes

Luck, Gem-Luck, and Mithril-Luck are related, but they are not interchangeable.

01
Output & logistics

Is progress slow, or is the ground clogged?

DPM · OPM

Two outputs, two bottlenecks

DPM is damage per minute. OPM is ores per minute, the collection throughput used by Runners and other collectors.

High DPM, low OPM
The mountain sheds ore faster than it can be banked. Add capacity, speed, gathering, or collectors.
Low DPM, spare collectors
Logistics is not the current limit. Invest in attackers, cooldown, crit, or damage upgrades.
Important interaction
Some effects explicitly reuse these outputs: Stonecallers can inherit a share of Runner and Bulldozer OPM, while Spelunker explosives are capped by total DPM.

Decision ruleWatch the ground and worker state together with the number. OPM is not extra damage, and DPM does not guarantee faster Gold income.

ORE RECLAIMING

The mountain takes back a backlog

When more than 350 ores remain uncollected on the ground, the mountain starts reclaiming them. The game states that reclaiming becomes faster as the backlog grows.

What counts
Uncollected ore on the ground, not ore already delivered to the stash.
What it means
Your damage economy has outrun your transport economy. More ore drops may now produce less real Gold than a logistics upgrade.
Counterplay
Improve Runner throughput or use effects such as Maw's Claim, which can redirect a reclaim to the Great Maw.

Decision ruleTreat recurring reclaiming as a logistics warning, not as a reason to add more damage.

02
Chance & events

Which stat controls this outcome?

LUCK · GEM-LUCK · MITHRIL-LUCK

Three related stats, three jobs

Luck

A broad event stat. It improves higher-value loot and jackpot outcomes, adds 0.08% crit chance per point, and modifies many upgrade procs. Each proc publishes its own conversion, cap, and other inputs.

Gem-Luck

Raises the odds that a drop is a gem instead of a non-gem ore, with only a small increase to bonus-loot odds. It is not a direct percentage shown as “10 Gem-Luck = 10%”.

Mithril-Luck

Raises the chance that mountain damage drops Mithril. The Mithril resource text says this tiny damage-based chance depends on both Luck and Mithril-Luck.

Decision ruleFor a named proc, read that proc's formula. Do not add the three Luck values together or convert them with one global rate.

CALAMITY BAR

Damage fills it, a separate multiplier scales it

Damaging the mountain fills the calamity bar. When full, the bar resets and triggers a calamity, which can occasionally be beneficial.

Threshold
Based on a random percentage of the mountain's maximum health and its level.
Weapon contribution
Most weapons begin with a 0.5× calamity-damage multiplier. Specific units and upgrades can raise or lower it.
Common mistake
Two weapons with similar direct damage can fill the bar at different rates.

Decision ruleWhen calamities arrive too frequently, inspect calamity multipliers before reducing all damage.

UNDERGROUND MAPPING

Exploration safety that later becomes power

Spelunkers build Underground Mapping automatically, and Gold can buy additional Mapping. Each point reduces bad outcomes for Spelunkers and Treasure Hunters.

Safety cap
The bad-outcome reduction counts up to 300 Mapping. This wording does not say the Mapping resource itself stops growing at 300.
Later scaling
Prestige and building upgrades can convert Mapping into all-dwarf damage, Demodwarf damage, and stronger returning-Spelunker explosives.
Tradeoff
The Explosives Kit gains damage from Mapping, but each tier also raises injury and death odds by 15%.

Decision ruleBuy early Mapping for expedition reliability; value Mapping as damage only after the relevant conversion upgrades exist.

03
Stats & progression

Read modifiers and permanent progress correctly

DAMAGE PANEL

The stats do not all modify the same target

StatControlsHow to read it
DamageBase hit outputCombine with attack cooldown and proc behavior, not alone.
Crit / Crit multiplierChance and size of critical hitsLuck also adds 0.08% crit chance per point.
Den damage multiplierDamage specifically against DensDo not infer Den-clearing speed from mountain DPM alone.
Calamity multiplierContribution to calamity buildupIt is not a direct damage multiplier against the mountain.
Cooldown / CDRHow often attacks or effects occurLower cooldown usually raises real DPM and proc frequency.

Special caseDens take only 25% of click damage, so a strong click build can still feel weak against Dens.

PRESTIGE · ASCENSION

Three scopes of progress

  1. 01
    Current run

    Gold, buildings, workers, and ordinary run resources drive the current mountain cycle.

  2. 02
    Prestige

    Ends the run, makes accrued Prestige Points spendable, and keeps purchased Prestige upgrades across ordinary runs.

  3. 03
    Ascension

    Wipes PP and ordinary Prestige upgrades, but preserves special infinite Tier 6 upgrades and permanently raises Ascension rank.

Decision ruleBefore Ascending, spend useful PP in the Tier 6 upgrades that explicitly survive it.

SAVE-DEPENDENT VALUES

Why the wiki sometimes says “dynamic”

Some game descriptions expose runtime placeholders instead of one fixed number. Their final value can depend on upgrade tier, unit count, previous casts, linked upgrades, or the current save state.

It does mean
The exact number should be read from the current in-game panel or save.
It does not mean
The mechanic is necessarily random, unknown, or unsupported.
How to use wiki data
Use the page for the relationship and decision rule; use the live panel for the final value in your build.

Decision ruleCompare the live before-and-after value when buying a dynamic upgrade.