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Priority Tier List

Use this as a priority map, not a blind buy order. A high score means the system solves repeated bottlenecks across damage, hauling, mithril, artifacts, gates, and reset speed. If you need a next click, start with the How To Use table, then use the scores to break ties.

StageUsually PrioritizeHow To Use The Scores
First runsStart speed, Miner damage, Runners, and one focused damage branch.Use the score table only to break ties after the obvious problem is fixed.
Mithril blockedSpelunker's Guild, den support, mithril-luck, and Great Forge routes.A lower damage score can beat a higher damage score when the missing resource is mithril.
Prestige cyclePermanent start speed, den rewards, runner support, and route unlocks.Permanent value often beats current-run value when it shortens every reset.
Late gateAlchemy, Forge Artifact, special artifacts, keys, and focused burst.Gate requirements can outrank ordinary stats because missing one item can stop progress completely.

score = 0.25 x run-speed impact + 0.20 x bottleneck coverage + 0.18 x unlock leverage + 0.14 x currency leverage + 0.13 x scaling depth + 0.10 x risk control

ComponentWhat It Measures
Run-speed impactHow much the choice shortens a normal run: faster mountain kills, faster hauling, fewer dead seconds after reset, or more value deposited per minute.
Bottleneck coverageHow many common blockers it solves: damage, hauling, mithril, artifact access, den clears, special gates, hazard downtime, or reset speed.
Unlock leverageHow many important pages or systems depend on it. Route unlocks like Alchemy, Manufactorum, Forge Artifact, and Runners score well here.
Currency leverageHow strongly it improves gold, mithril, PP, soul, or artifact flow. Rare-resource fixes score higher than small flat damage if rare resources are the long-term gate.
Scaling depthHow well the choice keeps mattering after more tiers, workers, prestige, artifacts, or ascension ranks are added.
Risk controlHow much it reduces failure states: runners stunned, ore reclaimed, expeditions dying, timed mountain failures, falling rocks, or scattered loot.

The weights come from run throughput: clear speed only matters when the resulting ore, mithril, PP, artifacts, and gate progress actually reach the player before the next bottleneck.

CheckFormula Or ComparisonTier Impact
Mountain health pressuremountain health scales like base health x 1.115^mountain level.Flat damage loses rank later unless it has multipliers, fire fields, percent-health style effects, or permanent scaling behind it.
Collection caprealized gold per minute is limited by min(ore value created per minute, runner and machine collection throughput).The Maw, Runners, Bulldozers, and Gyrocopters score high because uncollected ore does not become upgrades.
Mithril progressmithril chance grows from a base 3% term plus a 6% term capped around 18 mithril-luck steps, then advances with damage share dealt to the mountain.Spelunker's Guild, den rewards, mithril-luck prestige, and mithril artifacts outrank side damage when mithril blocks buys.
Firefield ceilingInfernal Symphony reaches 1 + 25 x 0.06 = 2.5x affected damage when the firefield cap is raised.Flameworks ranks high because the fire path amplifies other attacks instead of only adding another flat hit.
Early miner damage comparison8 base damage x 3.0 damage x 3.0 Slayer x 1.48 Mithril Pickaxes x 25 fire-rate multiplier = 2,664 before crits and special projectiles.Miner's Guild is excellent early, but its overall tier is pulled down because the late game needs rare-resource and gate engines too.
Artillery late damage comparison100 base cannon damage x 2.0 payload x 6.25 fire-rate multiplier x 2.5 firefield amplifier = 3,125 before crits and support bonuses.Artillery Hall has real late burst, but the setup cost keeps it below the broader engines.
Demolition expected valueexpected TNT output improves with shorter cycle time, package damage, rain chance, Big Bomb chance, crit chance, and Powder Hall support.Demolition Shack is strong when focused; partial buys rank lower because the branch needs several multiplicative pieces.
Gate valuea required gate artifact can be worth more than a current-run stat because missing it can block Great World Spire progress completely.Gate artifacts score high on unlock leverage even when their immediate damage value is smaller than a normal combat artifact.
TierScore RangeHow To Read It
S-tier90-100Build-defining. Usually fixes a recurring bottleneck and opens or feeds multiple later systems.
A-tier80-89Very strong when your run is ready for it. Often needs support or a specific phase.
B-tier70-79Good, but either phase-limited, support-dependent, or less universal.
C-tier60-69Useful in narrower situations. Do not buy it ahead of a clearer bottleneck fix.
D-tierBelow 60Rarely the right priority unless a specific challenge or route demands it.
TierScoreSystemWhy It Scores ThereComponent Scores
S-tier95The Maw logistics + RunnersHighest-priority system because it turns broken rock into usable gold and prevents loose ore from becoming the real cap on damage. Runner speed, carrying capacity, gathering speed, dodge, and Maw pull all multiply realized income.speed 100 / bottlenecks 100 / unlocks 84 / currency 94 / scaling 96 / risk 88
S-tier92Great Forge artifact engineForge Artifact, Runesmiths, Ritual Power, runes, and mithril forging create a major late progression bridge from mithril and soul into artifacts and gate progress.speed 88 / bottlenecks 96 / unlocks 100 / currency 98 / scaling 93 / risk 70
S-tier91Spelunker's Guild den economySpelunkers, Treasure Hunters, mapping, den loot, mithril, and artifact rolls solve the rare-resource bottleneck that raw damage cannot solve by itself.speed 90 / bottlenecks 92 / unlocks 92 / currency 100 / scaling 88 / risk 76
S-tier90Laboratory scientists and AlchemyBest when the goal is gates and late scaling: Scientists feed laser math, Cyberdwarf chains, discounts, Alchemy, and Philosopher's Stone progress.speed 86 / bottlenecks 90 / unlocks 100 / currency 92 / scaling 98 / risk 68
S-tier92Prestige reset enginePermanent start-speed, runner, miner, den, artifact, mithril, and gate unlocks compress every future run. This scores high because the same PP keeps paying after reset.speed 96 / bottlenecks 92 / unlocks 86 / currency 100 / scaling 96 / risk 72
A-tier88Manufactorum machinesBulldozers and Gyrocopters stabilize high-output builds by adding heavy hauling, runner protection, repair, anti-rock tools, and machine scaling.speed 86 / bottlenecks 86 / unlocks 90 / currency 84 / scaling 92 / risk 90
A-tier83Flameworks fire pathStrong direct damage route when funded deeply: Flamers, burn effects, fire fields, and Flamelord's Wrath fireballs make it one of the cleanest main-damage plans.speed 94 / bottlenecks 88 / unlocks 72 / currency 80 / scaling 90 / risk 60
A-tier81Artillery Hall burst pathExcellent late burst with Duke Cannons, Nuke, Air Strike, Bullet Ballin, and Nuclear Research, but it scores lower than the engines because it is expensive and more timing-dependent.speed 88 / bottlenecks 80 / unlocks 76 / currency 68 / scaling 92 / risk 82
A-tier80Demolition Shack TNT pathHigh expected damage once cooldown, package damage, Big Bomb chance, Powder Hall, and mapping are all funded. It needs logistics because explosions create ore piles fast.speed 90 / bottlenecks 85 / unlocks 78 / currency 76 / scaling 86 / risk 50
B-tier79Ballistics Workshop projectile pathBest as a supported harpoon/turret package with multishot, den momentum, fire links, and railgun support. Partial investment scores worse than a complete fire or TNT plan.speed 84 / bottlenecks 82 / unlocks 76 / currency 76 / scaling 84 / risk 64
B-tier76Miner's Guild early pickaxe pathExcellent in the first loop, then becomes a support or specialized C.L.U.S.T.E.R.P.I.C.K. route. The overall score averages early dominance with later specialization.speed 86 / bottlenecks 78 / unlocks 74 / currency 80 / scaling 72 / risk 48
B-tier72Shrine / Meadhall / Geode SanctumUseful support systems once the core loop works. They rank lower because they usually amplify a plan instead of becoming the first plan.speed 70 / bottlenecks 72 / unlocks 70 / currency 74 / scaling 76 / risk 68
TierScorePrestige ChoiceWhy It Scores ThereComponent Scores
A-tier88Swift Start + Marching OrdersTop first-run PP spend if the next run is slow because ore waits on runner travel. Starting runners plus speed converts into earlier gold, fewer dead seconds, and less reclaim pressure.speed 100 / bottlenecks 96 / unlocks 72 / currency 92 / scaling 84 / risk 70
A-tier89Fated Finds + Undermined FoundationsBest when dens already die reliably. Lower den health and guaranteed artifact output increase the value of every den route.speed 88 / bottlenecks 90 / unlocks 86 / currency 100 / scaling 88 / risk 76
A-tier87Alchemy / Manufactorum / Ritual PowerThese are route unlocks, so their score comes from opening new systems rather than immediate damage per second. Buy them when the run can fund the system they unlock.speed 82 / bottlenecks 88 / unlocks 100 / currency 88 / scaling 94 / risk 64
A-tier83Greyglitter Leylines + Mithril ProspectsHigh tier whenever mithril blocks upgrades. Mithril luck is valuable because it feeds many later systems instead of one weapon line.speed 80 / bottlenecks 88 / unlocks 82 / currency 98 / scaling 86 / risk 58
B-tier79C.L.U.S.T.E.R.P.I.C.K. and weapon-line prestigesPowerful only when matched to your active line. The math is excellent after prerequisites, but buying off-plan weapon prestige wastes PP.speed 88 / bottlenecks 78 / unlocks 80 / currency 74 / scaling 90 / risk 52
TierScoreArtifact GroupWhy It Scores ThereComponent Scores
A-tier88Philosopher's Stone, The Nauglamir, ArkenstoneGate artifacts get maximum unlock leverage because missing one can hard-stop Great World Spire progress no matter how much damage the build has.speed 76 / bottlenecks 94 / unlocks 100 / currency 96 / scaling 90 / risk 70
A-tier82Mithril Compass + Greyglitter Dowsing AmuletBest mithril pair because one improves den mithril and the other improves mithril-luck. Take them when mithril, not raw gold, is blocking the next buy.speed 80 / bottlenecks 88 / unlocks 82 / currency 98 / scaling 82 / risk 56
B-tier77Bob-omb's Idol + FoebaneHigh damage-per-condition artifacts: Bob-omb's Idol boosts demolition probability, while Foebane helps den killing where den rewards matter.speed 88 / bottlenecks 82 / unlocks 70 / currency 76 / scaling 80 / risk 50
B-tier78Belt of Giant Strength + Hermes SandalsRunner artifacts are stronger than they look because capacity and speed improve realized gold per trip. Hermes needs future dodges, so it is best in hazard-heavy runs.speed 84 / bottlenecks 80 / unlocks 64 / currency 82 / scaling 76 / risk 84
If This Is HappeningBest Player Read
Mountains are dying slowlyUse the highest-scoring damage system you can actually fund: Flameworks, Demolition Shack, Artillery Hall, or a supported Ballistics Workshop.
Ore piles up or disappearsThe Maw and runner math beat more raw damage. Damage that is not collected does not become upgrade currency.
Mithril blocks the next buySpelunker's Guild, mithril-luck, den rewards, and mithril artifacts outrank side damage.
You need the late gate pathAlchemy, Forge Artifact, special mountain artifacts, and the Great World Spire checklist outrank ordinary economy.
A tier looks high but feels weakCheck whether the prerequisite system is actually built and funded. A high-scoring route unlock is weak if you cannot afford or use the route it opens yet.
RuleApplication
Do not compare run-only damage against permanent reset speed at the wrong time.Permanent start bonuses usually win early because they shorten every future attempt, while late run-only damage can win once gates and artifacts are the target.
Hauling is part of damage math.If a damage upgrade creates more loose ore than runners and Maw pull can handle, its real value is capped by collection speed.
Unlocks are allowed to outrank immediate stats.Alchemy, Manufactorum, Forge Artifact, Ritual Power, and Runners score high because they open systems with many downstream payoffs.
Required gate artifacts get special treatment.A small stat artifact can be better for the current minute, but a required spire artifact can be worth more for the run objective.
Treat B-tier as usable, not weak.B-tier usually means phase-limited or support-dependent. A B-tier system can be the best buy when it directly fixes the problem slowing your run.