Den Spawning and Placement
This page focuses on how dens appear, not what they drop after destruction. Den spawning uses a level-gated weighted chooser, free-space placement checks, and den attack objects.
| Den Count Formula | Every 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. |
|---|---|
| Weighted Choice | Eligible den types use weights after level and availability filters. |
| Placement Check | Dens need valid free mountain space before they can appear. |
| Extra Spawn Sources | Half-health triggers, calamities, spelunking, artifacts, and upgrades can add extra den rolls. |
Runtime Den Types
Section titled “Runtime Den Types”| Den | Health Roll | Scaling Details | Loot / Artifact | Hazards |
|---|---|---|---|---|
| Ancient Vault | Den HP rolls between 14% and 19% of mountain max HP. After mountain level 100, both ends are reduced by late-game scaling but floor at 1%. | After mountain level 100, den HP is reduced toward the 1% floor. Prestige scaling can create tougher den variants (50% chance). | Loot 5-8 Artifact 16%, max tier 3 | Uses energy hazards for contact and attacks. |
| Dark Castle | Den HP rolls between 11% and 16% of mountain max HP. After mountain level 100, both ends are reduced by late-game scaling but floor at 1%. | Early mountains use 0.7x den health. After mountain level 100, den HP is reduced toward the 1% floor. Prestige scaling can create tougher den variants (50% chance). | Loot 4-6 Artifact 9%, max tier 1 | Uses bone hazards for contact and attacks. |
| Goblin Den | Den HP rolls between 9% and 14% of mountain max HP. After mountain level 100, both ends are reduced by late-game scaling but floor at 1%. | Early mountains use 0.7x den health. After mountain level 100, den HP is reduced toward the 1% floor. Prestige scaling can create tougher den variants (50% chance). | Loot 4-6 Artifact 8%, max tier 1 | Contact hazard: Goblin; attack hazard: Goblin Paraglider. |
| Mithril Vein | Den HP rolls between 11% and 15% of mountain max HP. After mountain level 100, both ends are reduced by late-game scaling but floor at 1%. | After mountain level 100, den HP is reduced toward the 1% floor. Prestige scaling can create tougher den variants (50% chance). | Loot 1-4 Artifact 1%, max tier 2 | Uses boulder hazards for contact and attacks. |
| Troll Cave | Den HP rolls between 12% and 17% of mountain max HP. After mountain level 100, both ends are reduced by late-game scaling but floor at 1%. | After mountain level 100, den HP is reduced toward the 1% floor. Prestige scaling can create tougher den variants (50% chance). | Loot 4-7 Artifact 11%, max tier 2 | Contact hazard: Meat; attack hazard: Boulder. |
Spawn and Placement Mechanics
Section titled “Spawn and Placement Mechanics”| Mechanic | Player Meaning | Related Systems |
|---|---|---|
| Base den roll | Each mountain starts with a normal den roll, then can add extra den rolls from level scaling and spelunker-related bonuses. | Mountain start |
| Weighted den choice | Eligible den types are chosen from a weighted pool, so high-weight dens appear more often once they are allowed. | Den type table |
| Level gates | Some den types need a minimum mountain level or special progression condition before they enter the pool. | Mountain progression |
| Free-space placement | The game checks for valid open mountain space before placing a den, which prevents overlapping or impossible den positions. | Placement |
| Half-health spawns | Several effects can add den rolls when the mountain reaches half health or is destroyed. | Spelunker and calamity effects |
| Special den sources | Calamities, artifacts, and some upgrades can spawn specific den types instead of waiting for the normal roll. | Calamities and artifacts |