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Stats

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Stats in Dwarf Eats Mountain are usually tied to a specific dwarf, weapon, building, or temporary effect. Miner luck, Harpoon luck, Runner speed, and global prestige bonuses are not always the same pool, so treat each stat as local unless a page explicitly says it affects all dwarves.

Most important economy statsMithril Luck, Luck, Gem Luck, Carrying Capacity, Speed, and Gathering Speed.
Most important damage statsDamage, Crit Chance, Crit Multiplier, Attack Cooldown, Den Damage, and Calamity Damage.
Most important safety statsDodge, Shields, HP, and Stun and Rest Time.
StatWhat It DoesRead This When
Mithril LuckImproves damage-based mithril drop progress. Normal luck contributes slightly, but direct mithril luck is the main lever.Mithril drops feel dry or Forge/Laboratory costs are blocking the run.
LuckBroad per-line stat used by many chance-based effects, including ore/gem handling, crit-adjacent procs, runner dodge formulas, and a small mithril-luck conversion.A page says a chance scales with luck or you are comparing lucky-hit builds.
Gem LuckBiases ore drops toward gems when hits are large enough and the gem-forcing roll succeeds.You are farming high-value gems instead of raw ore volume.
DamageRaw hit strength. It breaks mountain health, feeds ore value, and contributes to hidden mithril/drop progress.The mountain is the bottleneck or drops are too small.
Crit ChanceChance for a hit to crit. Many weapon lines start around 5% base crit chance.You have a damage line with crit support or high crit multiplier.
Crit MultiplierHow hard a critical hit scales after it occurs. Many weapon lines start around 1.5x.You already have enough crit chance for multiplier to matter.
Attack CooldownHow often a weapon, dwarf, turret, or projectile line attacks. Lower cooldown means more hits per minute.A branch feels strong per hit but too slow.
AccuracyHit reliability for projectile and turret lines. It matters most when missed shots waste long cooldowns.Harpoons, turrets, or den-focused projectile builds are missing too often.
Multishot and Burst CountAdds extra projectiles or bullets per attack sequence.Your build has enough damage per projectile and wants more hit count.
Den DamageDamage multiplier against dens. It does not automatically solve ordinary mountain health.You are farming artifacts, mithril, or den-kill momentum.
Calamity DamageDamage modifier for calamity-related targets and threats.Falling stars, invasions, or calamity events are eating the run.
SpeedMovement speed for haulers and machines, and sometimes temporary buff speed.Ore is sitting on the ground or runners spend too long traveling.
Carrying CapacityHow much a runner or machine can carry before returning.Runners are taking too many small trips.
Gathering SpeedHow fast runners pick up ore/gems once they reach the pile.Runners reach the pile but stand there too long.
DodgeChance for runners and some haulers to avoid falling-rock or monster downtime.Hazards are stunning or injuring your economy.
ShieldsTemporary protection from falling rocks or other hazard hits.Dodge alone is not enough in hazard-heavy runs.
HPSurvivability for machines, hazards, and some objects.Bulldozers, falling hazards, or defensive objects are dying too quickly.
RangeHow far a turret, beam, or projectile can reach.A weapon is strong but not connecting with targets consistently.
Explosion Radius and ForceExplosion area and knockback. Good for burst, but it can scatter ore and stress hauling.Demolition or artillery effects are powerful but messy.
Fire DamageFire, burn, and firefield scaling for Flameworks and fire hybrid builds.You are building around Flamers, Draconic Salvo, or Infernal Symphony.
Stun and Rest TimeDowntime after hazards, injuries, or return cycles.Workers exist on paper but spend too much time inactive.