Ore and Gold Farming
Gold farming is a full loop: create valuable ore, keep it from being reclaimed, move it to storage, then buy upgrades that increase either damage or collection.
Farming Loop
Section titled “Farming Loop”| Step | What Matters |
|---|---|
| Create value | Damage produces ore/gem value; gem preference can force gem rolls when damage and gem bias are high enough. |
| Keep value | Mountain reclaim pressure punishes slow hauling, so runner speed, carrying capacity, dodge, shields, and Maw reclaim effects matter. |
| Convert value | Ore and gems only help once collected, so extra damage is not always better than better delivery. |
| Scale value | Ore/gem value artifacts, Great Mother effects, gem systems, and luck can make each drop worth more. |
| Max Ore Drops | Mountain levels 1-50 usually drop 1 ore item, with occasional 2-3 item drops. Levels 51-100 gradually shift toward fewer drops, ending around 48% no drop, 47% one drop, 4% two drops, and 1% three drops; level 100+ keeps those odds. |
|---|---|
| Gem Preference | If a hit deals at least 15 damage and has gem bias, it can force a single gem roll. The chance starts at 12%, increases with gem bias and luck, and caps at 60%. |
| Gold Per Damage Base | 0.5 |
Ore and Gem Values
Section titled “Ore and Gem Values”| Ore/Gem | Value | Weight | Kind |
|---|---|---|---|
| Mithril | Special resource | 100 | Ore |
| Massive Pure Gold | 1000 | 25 | Ore |
| Oathgold | 200 | 50 | Ore |
| Huge Pure Gold | 120 | 110 | Ore |
| Adamantine | 100 | 80 | Ore |
| Sungold | 47 | 130 | Ore |
| Coreheart | 42 | 70 | Ore |
| Diamond | 34 | 120 | Gem |
| Pink Diamond | 33 | 3 | Gem |
| Deep Pearl | 33 | 2 | Gem |
| Ruby | 30 | 120 | Gem |
| Emerald | 25 | 110 | Gem |
| Large Pure Gold | 25 | 180 | Ore |
| Sapphire | 24 | 110 | Gem |
| Topaz | 22 | 110 | Gem |
| Amethyst | 21 | 110 | Gem |
| Medium Pure Gold | 17 | 160 | Ore |
| Large Gold Ore | 15 | 85 | Ore |
| Small Pure Gold | 12 | 110 | Ore |
| Medium Gold Ore | 11 | 65 | Ore |
| Small Gold Ore | 7 | 25 | Ore |
Upgrade Direction
Section titled “Upgrade Direction”| Problem | Useful Direction |
|---|---|
| Lots of ore, not enough pickup | Gorilla Arms, runner speed, dodge, carrying capacity, and bulldozer support. |
| Low ore value | Arkenstone, Great Mother Altar, gem systems, and value multipliers. |
| Too few drops | More damage, gem bias, luck, and weapon upgrades that create extra hits or special drops. |
| Hazards stop workers | Shield, dodge, anti-rock, and hazard-clearing upgrades before more raw damage. |
Maw and Reclaim
Section titled “Maw and Reclaim”| Issue | Answer |
|---|---|
| Why does ore get reclaimed? | Loose ore piles create pressure. Reclaim starts once the ground has too many loose pickups, so collection speed is part of your economy. |
| What does Insatiable Guzzler change? | Insatiable Guzzler pulls ore near The Great Maw. Tier 3 starts pulling ground ore; tiers 4-6 make the effect much stronger. |
| When do Bulldozers help? | Bulldozers help when runner upgrades are not enough to keep up with the amount of ore on the ground. |
| Should I disable damage to collect better? | Usually no. Improve delivery first: runners, Maw suction, dodge, carrying capacity, machine hauling, and anti-rock tools. |
Common Mistakes
Section titled “Common Mistakes”| Mistake | Fix |
|---|---|
| Counting loose ore as income. | Uncollected ore is not income. It only matters once runners, Maw suction, or machines bring it to storage. |
| Overbuying damage while hauling is capped. | If the ground is full, runner capacity, speed, dodge, Maw pull, and Bulldozers can be better than another weapon upgrade. |
| Ignoring ore value multipliers. | If collection is stable but purchases still feel slow, improve ore/gem value, gem routes, and economy artifacts. |
| Letting reward events flood the field. | Gem and gold events need hauling capacity too. Prepare collection before turning reward showers into reclaim pressure. |