| Mithril Luck | Improves 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. |
| Luck | Broad 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 Luck | Biases 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. |
| Damage | Raw 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 Chance | Chance 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 Multiplier | How 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 Cooldown | How 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. |
| Accuracy | Hit 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 Count | Adds extra projectiles or bullets per attack sequence. | Your build has enough damage per projectile and wants more hit count. |
| Den Damage | Damage multiplier against dens. It does not automatically solve ordinary mountain health. | You are farming artifacts, mithril, or den-kill momentum. |
| Calamity Damage | Damage modifier for calamity-related targets and threats. | Falling stars, invasions, or calamity events are eating the run. |
| Speed | Movement speed for haulers and machines, and sometimes temporary buff speed. | Ore is sitting on the ground or runners spend too long traveling. |
| Carrying Capacity | How much a runner or machine can carry before returning. | Runners are taking too many small trips. |
| Gathering Speed | How fast runners pick up ore/gems once they reach the pile. | Runners reach the pile but stand there too long. |
| Dodge | Chance for runners and some haulers to avoid falling-rock or monster downtime. | Hazards are stunning or injuring your economy. |
| Shields | Temporary protection from falling rocks or other hazard hits. | Dodge alone is not enough in hazard-heavy runs. |
| HP | Survivability for machines, hazards, and some objects. | Bulldozers, falling hazards, or defensive objects are dying too quickly. |
| Range | How far a turret, beam, or projectile can reach. | A weapon is strong but not connecting with targets consistently. |
| Explosion Radius and Force | Explosion area and knockback. Good for burst, but it can scatter ore and stress hauling. | Demolition or artillery effects are powerful but messy. |
| Fire Damage | Fire, burn, and firefield scaling for Flameworks and fire hybrid builds. | You are building around Flamers, Draconic Salvo, or Infernal Symphony. |
| Stun and Rest Time | Downtime after hazards, injuries, or return cycles. | Workers exist on paper but spend too much time inactive. |