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Mountain Health and Leveling

This page summarizes how mountain health scales.

Starting Level1
Health Coefficient1.115
Base Gold Per Damage0.5
Max Health FormulaMountain max HP uses a level-based base value, multiplies it by 1.115 per mountain level, rounds it, and never lets it fall below 1 HP.
Calamity Bar PercentThe calamity bar threshold shrinks from about 36% of mountain HP at level 1 toward 16% by level 100.
Calamity Bar MaxThe calamity bar target is based on mountain max HP and the level-based calamity percentage, then randomized by plus or minus 20%.
Den Count FormulaEvery mountain starts from one den roll, then makes up to three extra den rolls with chances that rise by level. Spelunker multi-den bonuses multiply those extra-roll chances, with a minimum multiplier of 1.
LevelsWhat It Means
1-10Mountain max HP uses a level-based base value, multiplies it by 1.115 per mountain level, rounds it, and never lets it fall below 1 HP.
11-50Mountain max HP uses a level-based base value, multiplies it by 1.115 per mountain level, rounds it, and never lets it fall below 1 HP.
51+Mountain max HP uses a level-based base value, multiplies it by 1.115 per mountain level, rounds it, and never lets it fall below 1 HP.
EventValue
Goblin King PeakLevel 20
Goblin King Peak timer180 seconds
Dragon's PeakLevel 40
Dragon's Peak timer180 seconds
Triple Seal GateLevel 50
Architect's SummitLevel 60
Architect's Summit timer180 seconds
Balrogg's PitLevel 80
Balrogg's Pit timer180 seconds
The Great World SpireLevel 100
RewardRule
Prestige PointAwards +1 PP at the next prestige reward level, then moves the next PP reward ahead by 1-3 mountain levels.
SoulEvery fourth level after level 1 can spawn a Soul and lowers base gold per damage by 0.01, down to a 0.3 floor.
Artifact ChoiceOffers 3 artifact choices at level 2 and then every third level after level 1; level 49 banks three choices before the level 50 Triple Seal Gate.