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Calamities Guide

Calamities are pressure events. Read them by what they threaten: falling hazards, dens, direct mountain effects, gem/gold events, or special scripted rewards.

StageBefore it gets dangerousDuring the event
EarlyBuy enough runner speed, dodge, and stun protection that falling rocks do not stop hauling completely.Pause greedy damage buys if ore starts piling up or runners are stunned.
Mid-gameAdd den damage and anti-rock support before calamities start creating repeated dens, boulders, and falling hazards.Clear spawned dens only if they do not derail the main mountain or timed check.
Reward eventsHave hauling capacity ready before gem, gold, or keg-style events shower the field with pickups.Collect the reward quickly; uncollected value can still become a logistics problem.
LateUse shields, machine support, artillery/anti-rock tools, and enough Maw/runner throughput for hazard-heavy screens.Treat heavy calamities as a survival window first and a damage race second.
ThreatWhat Helps
Falling rocks and bouldersRunner dodge, stun resistance, shields, anti-rock turrets, cannonball rock collision, and any effect that clears falling hazards.
Dens from calamitiesDen damage, lower den HP, artifact/den prestige, and burst tools that can clear dens before they stall the run.
Fireballs and molten hazardsMore damage uptime and hazard clearing so workers are not repeatedly stunned.
Reward-style calamitiesGem rain, golden events, mithril events, and keg rain are opportunities if your hauling capacity can keep up.
SelectionEarly levels mostly throw basic rock pressure and den events at you. Higher mountain/calamity progress opens heavier hazards, so build safety before the screen is already full of falling objects.
TriggerA calamity starts a short pressure window. During that window, pause greed buys and watch whether workers are getting stunned, dens are appearing, or reward drops need hauling.
Falling RocksFalling rocks get nastier as calamity strength rises. Runner dodge, shields, anti-rock tools, and hazard-clearing attacks are the practical counters.
CalamityTierMin LevelWeightWhat Happens
BoulderfallEventEvent triggerEvent-basedRockfall-style pressure event. Prepare with falling-rock defense, runner safety, and enough hauling to clean up after the burst.
Boulder Trap2544Drops a Boulder hazard from above or beside the mountain.
Dance of Boulders2542Drops 4-7 Boulder Small hazards from above or beside the mountain.
Earthquake21228Starts an earthquake lasting 7-11 seconds; it ticks every 0.5-1.0 seconds and uses 35-65 base damage before calamity modifiers.
Falling Star31223Drops a Falling Star hazard from above or beside the mountain.
Flight of RocketsEventEvent triggerEvent-basedRocket/artillery-style event. Treat it as burst damage support and keep workers protected while rockets are active.
Goblin Caverns1075Spawns 1-2 Goblin Dens on the mountain.
Goblin Invasion2530Spawns 3-4 Goblin Dens on the mountain.
Golden Geyser2633Starts a golden geyser away from the stash/mountain for 7-9 seconds.
Golden Star31218Drops a Golden Star hazard from above or beside the mountain.
Gush2445Starts a 3-second ground gush in a random 48-124 pixel wide section, avoiding the stash and mountain when possible.
Meteor Shower31227Drops 6-13 Falling Fireball hazards from above or beside the mountain.
Minor Rockfall1090Drops 3-8 falling rocks from above the mountain.
Mithril MotherloadEventEvent triggerEvent-basedMithril reward event. Make sure hauling is strong enough to collect the payout before normal damage greed.
Molten Blob2455Drops 1-2 Molten Blob hazards from above or beside the mountain.
Molten Shower3636Drops 3-5 Molten Blob hazards from above or beside the mountain.
Rain of FrogsEventEvent triggerEvent-basedReward-style rain event. Use it as a bonus, but keep collection and worker safety ahead of extra damage.
Rain of Gems2722Starts gem rain for 8-10 seconds.
Rain of GreyglitterEventEvent triggerEvent-basedMithril-themed rain event. Prioritize hauling and mithril follow-up upgrades while the reward is active.
Rain of KegsEventEvent triggerEvent-basedKeg rain tied to Meadhall or Brewmaster-style effects. Treat it as a temporary reward window that still needs collection.
Rain Of Stones2255Drops 12-19 falling rocks from above the mountain.
Rock Geyser2444Starts a rock geyser away from the stash/mountain for 6-12 seconds.
Rock Storm2557Starts a rock storm for 7-13 seconds.
Rockfall1090Drops 5-11 falling rocks from above the mountain.
Rockslide2275Drops 8-14 falling rocks from above the mountain.
Sky Torn Asunder21027Drops 5-9 small fireballs and 7-12 falling rocks from above the mountain.
Troll Invasion31226Spawns 3-4 Troll Caves on the mountain.
Troll Lair2550Spawns 1-2 Troll Caves on the mountain.
Volcanic EruptionEventEvent triggerEvent-basedHigh-pressure fire hazard event. Use damage uptime, shields, and hazard clearing so workers are not repeatedly stunned.
Wrath Of RocksEventEvent triggerEvent-basedHigh-impact rock event. Prepare like a severe falling-rock wave: dodge, shields, anti-rock tools, and quick cleanup.