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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 KingLevel 20
Goblin King Timer180 seconds
Special GateLevel 49
World SpireLevel 50
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 for the gate.