Ancient Cache
Start the game with 2/3/4 Mithril.
Permanent bonuses, ritual unlocks, and faster progression between runs.
Reset and retention matrix, Tier 1–6 unlocks, PP priorities, and practical timing for Prestige and Ascension.
Read complete guide →Available from the first Prestige. Each purchase costs 1 PP.
Start the game with 2/3/4 Mithril.
The first 1/2/3 additional demodwarves you buy cost 0 gold.
Start the game with +10/20 gold for each PP spent.
The first 1/2/3 additional miners you buy cost 0 gold.
You start the game with 1 random tier 1 artifact spawned.
Every 4 Underground Housings built, you get +2 dwarves.
When there are over 350 uncollected ores and the mountain starts reclaiming them, Runners gain +3/4/5 temporary carrying capacity when they return to stash.
Every 3rd mountain you consume, you get +1 dwarf.
Every time you consume a mountain you have 11/22% chance to get +1 Mithril. The chance is increased by 0.2% per miner, runesmith and scientist.
+50/100% force when clicking ores.
Start the game with +500 gold for each prestige tier unlocked.
Start the game with 1/2/3 runners.
Start the game with 2/4 dwarves.
Slapping stunned runners is +100/200/300% more effective.
Unlocks after spending 12 PP in total. Each purchase costs 2 PP.
Dens have +4/6/8% chance to drop an artifact.
Miners get +15/30/45/60% Damage and +3/6/9/12 Luck.
The first 1/2/3 additional flamers you buy cost 0 gold.
Whenever a dynamite or wind bomb explosion hits a runner, even on a dodge, there is a 60/100% chance to bestow a magical forcefield which shields them from falling rocks for 15-30 seconds.
Every time you consume a mountain you have 5/10/15/20% chance to get +1 PP.
Dynamite now always explodes when it hits the mountain, and it no longer knocks back runners or scatters ores.
Whenever a calamity triggers, all dwarves get +10/20% CD reduction for 4-7 seconds.
Unlocks Cyberdwarf upgrade in the Grand Laboratory. Requires an entourage of Scientists to unlock. Cyberdwarf: Half dwarf, half machine. Unlocks Gorilla Arms and Rhino Legs for Runners. Unlocks C.L.U.S.T.E.R.P.I.C.K. for Miners (requires T4 prestige upgrade). Each following tier further buffs all those upgrades as specified.
Fire field duration is extended by 1.5/3s whenever it gets hit by an attack.
First 1/2/3 dens you destroy are guaranteed to drop one artifact.
You get +1 Scientist for every 61/55 calamities you trigger. (Free scientists still scale the gold cost)
Runners get +10/17/25% stun resistance and +5/9/14% Dodge.
The first 1/2 anti-rock turrets you buy cost 0 gold. Additionally anti-rock turrets get +75/150% turning-speed and +3/6% accuracy.
Runners get +1/2 carrying capacity.
Whenever a miner throws the pickaxe it has 2/4% chance to transform into a golden pickaxe blessed by divine light, with +30% flat Crit Damage and +40 Luck. The chance is increased by 0.04% per luck and by 1% per priest.
All dwarves get +4/8/12/16% cooldown reduction.
Runners get +50/70% speed, reduced by 5% for each runner you have, up to a minimum of 15%.
Whenever a calamity triggers, runners get +15/30% speed for 4-7 seconds.
The first 1/2 additional harpoon ballistae you buy cost 0 gold.
Unlocks Powder Hall upgrade in the Demolition Shack. Requires a few Scientists to unlock. Powder Hall: Unlocks advanced explosions and alchemical upgrades. Tier 1 unlocks Stardust Calamity Powder for demodwarves, and Seismic Revelations for all dwarves. Tier 2 unlocks It's Rainning Dynamite for demodwarves, and Pixie Cocaine for runners. Tier 3 unlocks Mapped Destruction (prestige) upgrade. Tier 4 further buffs related upgrades and unlocks Nuclear Research.
Demodwarves get +12/24/36/48% damage and +2/3/4/5 force. Wind Bomb also gets that much explosive force.
Falling rocks have +0.6/1.2% higher chance to contain ore. Doubled when destroyed by a turret.
Whenever you collect an artifact, you gain +150-210/330/420 gold.
Unlocks Ritual Power upgrade in the Great Forge. Whispers of flame and stone, from caverns below. Such primordial power can drive a dwarf mad! This power unlocks rituals, and each tier further buffs various other rituals as specified in their description. Unlocks: -Enchant Good Luck -Enchant Lethal Precision -Enchant Calamitous Force -Call Earthquake
When you build The Forge, it comes with 1/2/3 Runesmiths.
When you build Grand Laboratory, it comes with 1/2/3 Scientists.
Whenever you spend a Soul, gain +1 Dwarf.
Start the game with +1 Soul.
Unlocks after spending 50 PP in total. Each purchase costs 3 PP.
Harpoons get +7/14/21/28% damage and +5/10/15/20% crit.
Laser Cannons gets +4/8/12/16% crit and +0.08/0.16/0.24/0.32 gem-luck.
The first 1/2 additional laser cannons you buy cost 0 gold and 0 mithril.
Whenever a harpoon deals damage to a mountain, there's a 2/3/4% chance it hits a juicy vein which erupts in a geyser of gems! The chance is increased by 0.004% per damage + 0.1% for each scientist and runesmith + 0.01% per luck (max 35%).
Makes mountain clicking automatic. Wherever on the mountain you click last, that's where it will continue to be automatically clicked, regardless of where the cursor is. Right click on the mountain to toggle this upgrade ON/OFF.
All dwarves gain +4/8/12/16 Luck and +0.04/0.08/0.12/0.16 Gem-Luck.
Flamer's Infernal Symphony also gives +20%/40% Luck to the damage source.
Increases the chance of dropping the ruby, sapphire and emerald keys by 40/80/120/160%.
Unlocks Manufactorum. Immense factory, thundering with heavy metal, welding, and dwarven engineers ministering to the blessed machines. Produces Bulldozers who are expensive, but powerful ore collectors, that can also protect runners. Produces Gyrocopters, defensive collectors, who fire short-range beams at falling rocks, and fishing nets at falling ore.
Every time you consume a mountain you have 1/2/3% chance for it to eject a random artifact. The chance is increased by 0.03% per runesmith and scientist.
Clicking damage is increased by +0.002/0.004% of your total DPM, per tier of Ravenous Gaze upgrade.
Rituals have 12/24/36% lower cooldown.
Unlocks the Rocket Salvo upgrade for turrets in Ballistics Workshop. Turrets get chance when firing to also shoot an unguided rocket in the general direction of their target. The rocket will fly unpredictably and explode in a large radius. The chance is increased by 4% for each tier of the Rocket Salvo prestige upgrade, and by 0.1% per scientist.
You get +1 Soul for every 72 calamities you trigger.
Unlocks Spelunker's Guild. Specializes in treasure and mithril acquisition. Produces spelunkers and treasure hunters who delve deep into the underbowels of the mountain, seeking artifacts and ancient riches. Some may even return back home.
Dens have 50% chance to have 8/16/24% less base health.
Unlocks after spending 125 PP in total. Each purchase costs 4 PP.
Bulldozer turrets now also benefit from Rocket Salvo. Additionally, they get +1 bullet per burst.
Unlocks the Alchemy ritual and the Alkahest Aperture upgrade, in the Grand Laboratory. Alchemy yields one random outcome, which can be beneficial or detrimental. The ultimate purpose of alchemy is finding the Philosopher's Stone, which is required to access The Great World Spire.
Rituals cost 15/30/45% less gold.
Unlocks the C.L.U.S.T.E.R.P.I.C.K. upgrade in Miner's Guild. Also requires Cyberdwarf tier 2. Moments after a pickaxe is thrown, it has a % chance to erupt into a cluster of 2-4 smaller pickaxes, with 50% lower damage but otherwise identical stats. The chance is increased by 1% per Cyberdwarf tier.
Unlocks Explosives Kit upgrade in the Spelunker's Guild. Spelunkers are now kitted with timed explosives, which they plant deep inside the mountain as a parting gift. Whenever a spelunker returns, he deals damage to the mountain equal % of its max health! The % of damage inflicted is increased per underground mapping. However, equipping spelunkers with high-explosives makes their journey far more dangerous, increasing the odds of injury and death by 15% per tier!
Unlocks the Flamelord upgrade in Flameworks. Converts one Flamer into a Flamelord, who shoots exploding fireballs instead of bolts.
Laser Cannon's Gem Harvester gets +1%/2% chance to spawn gems, and its Quantum Scrambler gets +0.05%/0.1% chance per scientist to spawn a gem geyser.
Unlocks Geode Sanctum. Inside this colossal, shimmering shell, the Stonecallers stand amidst a forest of glowing quartz, to conduct the Mother's song. Produces Stonecallers. Magical dwarves who use geomantic forces to lift and pull rocks into the stash from afar. Unlocks rituals and transmutation magic.
All dwarves get +2/3/4 mithril-luck.
Makes ore clicking affect all nearby ores in a small/medium/large radius.
Unlocks Mapped Destruction upgrade in the Demolition Shack. Also requires Powder Hall tier 3. Mapped Destruction: With the Mother's underbelly surveyed, the carnage can be delivered with critical precision. Demodwarves get +% damage per Underground Mapping.
All dwarves gain +4/6/8% damage for every 4 Underground Housings built.
Enchantments can now be enchanted up to 6/8 times per dwarf.
Unlocks Meadhall. Where beer is brewed and consumed. The great hall itself exhudes an aura of revelry. Produces Brewmasters who throw beer kegs at dwarves, buffing them. Can concoct special brews. Some are so potent they can even transmute ore into gems.
Unlocks Shrine building. Produces priests, who alongside unemployed dwarves, yield Faith. Specializes into 1 of 4 different gods, which grants access to unique boons and powerful rituals.
Start the game with +1 dwarf for every 12 PP spent.
Unlocks a Railgun upgrade that converts one Anti-Rock Turret into a railgun. Railgun turrets fire piercing beams, obliterating rocks in their path.
Rank 1 reduces Gorilla Arms YEET cooldown by 50%. Rank 2 makes runners start the run with Gorilla Arms already purchased. Rank 3 removes the Gorilla Arms YEET cooldown entirely. Rank 4 makes the last Gorilla Arms tier raise the YEET chance maximum cap from 15% to 100%.
Unlocks after spending 180 PP in total. Each purchase costs 5 PP.
Unlocks Denbreaker's Rain in the Ballistics Workshop and Denbreaker's Hail in the Artillery Hall. Each upgrade grants retrospective unit permanent +% damage whenever they destroy a den.
When prestiging, you get to keep 1 artifact of your choice from the previous run. You cannot select PP giving artifacts.
All dwarves cost 0.3/0.4/0.5% less gold for each Brewmaster (50% max).
Unlocks the Nuclear Research upgrade in the Artillery Hall. Also requires Powder Hall tier 4.
All dwarves gain +0.2/0.3% damage per Underground Mapping.
When prestiging, you keep 1/2/3 random artifacts from the previous run.
Unlocks after spending 250 PP in total. Each purchase costs 6 PP.
After you Ascend you start with the following prestige upgrades already unlocked: Rank 1: Manufactorum and Spelunker's Guild. Rank 2: Geode Sanctum and Meadhall. Rank 3: Shrine.
Start the game with +25,000 gold per rank. You can buy this upgrade 1 time per Ascension rank.
Start the game with +6 Mithril per rank. You can buy this upgrade 1 time per Ascension rank.
Start the game with +2 Soul per rank. You can buy this upgrade 1 time per Ascension rank.
You can now select T5 artifacts with Divine Relic and Vault of Gods. Requires Ascension Rank 1.
Duke Cannons get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
Flamers get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
All dwarves get +0.25% damage. Bonus per rank is increased by +0.1% per Ascension rank.
Demodwarves get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
Rituals have 5% lower cooldown. You can buy this upgrade 1 time per Ascension rank, up to 15 max.
Laser Cannons get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
Increases Mithril-Luck of all dwarves by +2. You can buy this upgrade 2 times per Ascension rank.
Harpoon Ballistas get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
Miners get +5% damage per rank. You can buy this upgrade 5 times per Ascension rank.
Rank 1: You start the game with all non-prestige buildings already constructed. Rank 2: Ctrl + Shift + Click any dwarf hire button to instantly buy all free units across all buildings at once. Requires Ascension Rank 1.
All ores and gems are worth 0.30% more gold. Bonus per rank is increased by +0.25% per Ascension rank.
Rank 1: When reaching The Great World Spire, the event now automatically starts after 10 seconds. Rank 2: The Great World Spire no longer stops you from progressing if you're missing any artifacts. Requires Ascension Rank 1. Rank 2 requires Ascension Rank 5.
Expand Holy Grounds upgrade in Shrine can be bought 1/2 additional times. You can buy this upgrade at Ascension rank 0/2.
Every time you consume a mountain after level 100, you have +2% chance per rank to gain +1 PP. After every 100%, the excess chance rolls for one more PP. You can buy this upgrade 2 times per Ascension rank.
When prestiging, you get to keep 1/2/3/4/5 additional artifacts of your choice from the previous run. You cannot select PP giving artifacts. You can buy this upgrade at Ascension rank 0/2/4/6/8.