Prestige
Prestige upgrades are permanent progression. Use this table to find what each one changes and why you would buy it.
| Prestige Upgrade | Effect / Use | Tier / Cost | Best Use |
|---|---|---|---|
| Vault of Gods | When prestiging, you get to keep 1/2/3 additional artifacts of your choice from the previous run. You cannot select PP giving artifacts. You can buy this upgrade at Ascension rank 0/2/4. | Ascension or unlock gated | Improves artifact carryover, den rewards, or treasure progression. |
| Endless Conquest | All dwarves get +0.15% damage. Bonus per rank is increased by +0.05% per Ascension rank. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| Golden World | All ores and gems are worth 0.25% more gold. Bonus per rank is increased by +0.15% per Ascension rank. | Ascension or unlock gated | Improves the economy from ore, gems, gold, or luck. |
| Alchemy | Unlocks the Alchemy ritual and the Alkahest Aperture upgrade, in the Grand Laboratory. The ultimate purpose of alchemy is finding the Philosopher's Stone, which is required to access The Great World Spire. | Ascension or unlock gated | Unlocks a new building, ritual, or advanced upgrade path. |
| Favored by Fortune | All dwarves gain +4/8/12/16 Luck and +0.04/0.08/0.12/0.16 Gem luck. | Tier 3 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Greyglitter Leylines | All dwarves get +2/3/4 mithril luck. | Tier 4 PP: 1 | Accelerates rare permanent-progression resources. |
| Relic Grant | Whenever you collect an artifact, you gain +150-210/330/420 gold. | Ascension or unlock gated | Improves artifact carryover, den rewards, or treasure progression. |
| Vault of Kings | When prestiging, you keep 1/2/3 random artifacts from the previous run. | Tier 5 PP: 1000 | Improves artifact carryover, den rewards, or treasure progression. |
| Divine Relic | When prestiging, you get to keep 1 artifact of your choice from the previous run. You cannot select PP giving artifacts. | Tier 5 PP: 1000 | Improves artifact carryover, den rewards, or treasure progression. |
| Eternal Feasting | Makes mountain clicking automatic. Wherever on the mountain you click last, that's where it will continue to be automatically clicked, regardless of where the cursor is. | Ascension or unlock gated | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Advanced Bull Turret | Bulldozer turrets now also benefit from Rocket Salvo. Additionally, they get +1 bullet per burst. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| Buried Heirlooms Newspaper | Every time you consume a mountain you have 5/10/15/20% chance to get +1 PP. | Tier 2 PP: 1 | Accelerates rare permanent-progression resources. |
| Crisis Reflexes | Whenever a calamity triggers, all dwarves get +10/20% cooldown reduction for 4-7 seconds. | Tier 2 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Panic Stride | Whenever a calamity triggers, runners get +15/30% speed for 4-7 seconds. | Tier 2 PP: 1 | Hazard safety and recovery during harder mountains. |
| Rapturous Gaze | Clicking damage is increased by +0.002/0.004% of your total DPM, per tier of Ravenous Gaze upgrade. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| C.L.U.S.T.E.R.P.I.C.K. | Unlocks the C.L.U.S.T.E.R.P.I.C.K. Upgrade in Miner's Guild. Also requires Cyberdwarf tier 2. Moments after a pickaxe is thrown, it has a % chance to erupt into a cluster of 2-4 smaller pickaxes, with 50% lower damage | Tier 4 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Cyberdwarf | Unlocks Cyberdwarf upgrade in the Grand Laboratory. Requires an entourage of Scientists to unlock. Unlocks Gorilla Arms and Rhino Legs for Runners. Unlocks C.L.U.S.T.E.R.P.I.C.K. | Tier 2 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Martial Culture | All dwarves gain +4/6/8% damage for every 4 Underground Housings built. | Tier 4 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Speleological Domination | All dwarves gain +0.2/0.3% damage per Underground Mapping. | Tier 5 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Powder Keg Lineage | Demodwarves get +12/24/36/48% damage and +2/3/4/5 force. Wind Bomb also gets that much explosive force. | Tier 2 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Explosive Interns | The first 1/2/3 additional demodwarves you buy cost 0 gold. | Tier 1 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Acquisitions Incorporated | Dens have +4/6/8% chance to drop an artifact. | Tier 2 PP: 1 | Improves artifact carryover, den rewards, or treasure progression. |
| Undermined Foundations | Dens have 50% chance to have 8/16/24% less base health. | Tier 3 PP: 1 | Improves artifact carryover, den rewards, or treasure progression. |
| Mountain Recruits | Every 3rd mountain you consume, you get +1 dwarf. | Tier 1 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Lust For Rock And Stone | All dwarves get +4/8/12/16% cooldown reduction. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| High-Functioning Alcoholics | All dwarves cost 0.3/0.4/0.5% less gold for each Brewmaster. | Ascension or unlock gated | Improves the economy from ore, gems, gold, or luck. |
| Controlled Demolition | Dynamite now always explodes when it hits the mountain, and it no longer knocks back runners or scatters ores. | Ascension or unlock gated | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Master Enchanters | Enchantments can now be enchanted up to 6/8 times per dwarf. | Tier 4 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Explosives Kit | Unlocks Explosives Kit upgrade in the Spelunker's Guild. Spelunkers are now kitted with timed explosives, which they plant deep inside the mountain as a parting gift. | Tier 4 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Enduring Embers | Fire field duration is extended by 1.5/3s whenever it gets hit by an attack. | Tier 2 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Ash-Eater Recruits | The first 1/2/3 additional flamers you buy cost 0 gold. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Runesmith Clan | When you build The Forge, it comes with 1/2/3 Runesmiths. | Tier 2 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Geode Sanctum | Unlocks Geode Sanctum. Produces Stonecallers. Magical dwarves who use geomantic forces to lift and pull rocks into the stash from afar. Unlocks rituals and transmutation magic. | Ascension or unlock gated | Unlocks a new building, ritual, or advanced upgrade path. |
| Fated Finds | First 1/2/3 dens you destroy are guaranteed to drop one artifact. | Tier 2 PP: 1 | Improves artifact carryover, den rewards, or treasure progression. |
| Deep Penetration | Whenever a harpoon deals damage to a mountain, there's a 2/3/4% chance it hits a juicy vein which erupts in a geyser of gems! | Tier 3 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Piercing Trainees | The first 1/2 additional harpoon balistae you buy cost 0 gold. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Ballista Lore | Harpoons get +7/14/21/28% damage and +5/10/15/20% crit. | Tier 3 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Holy Pickaxe | Whenever a miner throws the pickaxe it has 2/4% chance to transform into a golden pickaxe blessed by divine light, with +30% flat Crit Damage and +40 Luck. The chance is increased by 0.04% per luck and by 1% per priest. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Rocket Salvo | Unlocks the Rocket Salvo upgrade for turrets in Ballistics Workshop. Turrets get chance when firing to also shoot an unguided rocket in the general direction of their target. | Tier 3 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Housing Batches | Every 4 Underground Housings built, you get +2 dwarves. | Tier 1 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Infernal Fortune | Flamer's Infernal Symphony also gives +20%/40% Luck to the damage source. | Tier 3 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Key Master | Increases the chance of dropping the ruby, sapphire and emerald keys by 25/50/75%. | Tier 3 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Scientist Clan | When you build Grand Laboratory, it comes with 1/2/3 Scientists. | Tier 2 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Beam Mastery | Laser Cannons gets +4/8/12/16% crit and +0.08/0.16/0.24/0.32 gem luck. | Tier 3 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Gemcraft | Laser Cannon's Gem Harvester gets +1%/2% chance to spawn gems, and its Quantum Scrambler gets +0.05%/0.1% chance per scientist to spawn a gem geyser. | Tier 4 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Beamweaver Graduates | The first 1/2 additional laser cannons you buy cost 0 gold and 0 mithril. | Tier 3 PP: 1 | Accelerates rare permanent-progression resources. |
| Manufactorum | Unlocks Manufactorum. Produces Bulldozers who are expensive, but powerful ore collectors, that can also protect runners. | Tier 3 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Mapped Destruction | Unlocks Mapped Destruction upgrade in the Demolition Shack. Also requires Powder Hall tier 3. Demodwarves get +% damage per Underground Mapping. | Tier 4 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Meadhall | Unlocks Meadhall. Produces Brewmasters who throw beer kegs at dwarves, buffing them. Can concoct special brews. Some are so potent they can even transmute ore into gems. | Tier 4 PP: 1000 | Unlocks a new building, ritual, or advanced upgrade path. |
| Guild Apprentices | The first 1/2/3 additional miners you buy cost 0 gold. | Tier 1 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Ancestor's Picks | Miners get +15/30/45/60% Damage and +3/6/9/12 Luck. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Mountain's Buried Treasures | Every time you consume a mountain you have 1/2/3% chance for it to eject a random artifact. The chance is increased by 0.03% per runesmith and scientist. | Tier 3 PP: 1 | Improves artifact carryover, den rewards, or treasure progression. |
| Mountain's Hidden Veins | Every time you consume a mountain you have 11/22% chance to get +1 Mithril. The chance is increased by 0.2% per miner, runesmith and scientist. | Tier 1 PP: 1 | Accelerates rare permanent-progression resources. |
| Nuclear Research | Unlocks the Nuclear Research upgrade in the Artillery Hall. Also requires Powder Hall tier 4. | Ascension or unlock gated | Unlocks a new building, ritual, or advanced upgrade path. |
| Hand of God | Makes ore clicking affect all nearby ores in a small/medium/large radius. | Tier 4 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Orequake Finger | +50/100% force when clicking ores. | Tier 1 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Flamelords | Unlocks the Flamelord upgrade in Flameworks. Converts one Flamer into a Flamelord, who shoots exploding fireballs instead of bolts. | Tier 4 PP: 1000 | Unlocks a new building, ritual, or advanced upgrade path. |
| Powder Hall | Unlocks Powder Hall upgrade in the Demolition Shack. Requires a few Scientists to unlock. Powder Hall: Unlocks advanced explosions and alchemical upgrades. | Tier 2 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Turret Railgun | Unlocks a Railgun upgrade that converts one Anti-Rock Turret into a railgun. Railgun turrets fire piercing beams, obliterating rocks in their path. | Tier 4 PP: 1000 | Unlocks a new building, ritual, or advanced upgrade path. |
| Ritual Power | Unlocks Ritual Power upgrade in the Great Forge. This power unlocks rituals, and each tier further buffs various other rituals as specified in their description. | Tier 2 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Relentless Liturgies | Rituals have 12/24/36% lower cooldown. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| Ascetic Rites | Rituals cost 15/30/45% less gold. | Tier 4 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Prospector's Omens | Falling rocks have +0.6/1.2% higher chance to contain ore. Doubled when destroyed by a turret. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Blast Aegis | Whenever a dynamite or wind bomb explosion hits a runner, even on a dodge, there is a 60/100% chance to bestow a magical forcefield which shields them from falling rocks for 15-30 seconds. | Tier 2 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Wakeful Slap Mastery | Slapping stunned runners is +100/200/300% more effective. | Ascension or unlock gated | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Looming Motivation | When there are over 350 uncollected ores and the mountain starts reclaiming them, Runners gain +3/4/5 temporary carrying capacity when they return to stash. | Tier 1 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Hard Carries | Runners get +1/2 carrying capacity. | Tier 2 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Fleet-Footed And Rock-Hard | Runners get +10/17/25% stun resistance and +5/9/14% Dodge. | Tier 2 PP: 1 | Hazard safety and recovery during harder mountains. |
| Marching Orders | Runners get +50/70% speed, reduced by 5% for each runner you have, up to a minimum of 15%. | Tier 2 PP: 1 | Improves workforce, hauling, or run-start momentum. |
| Field Recruits | You get +1 Scientist for every 61/55 calamities you trigger. (Free scientists still scale the gold cost) | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Shrine | Unlocks Shrine building. Produces priests, who alongside unemployed dwarves, yield Faith. Specializes into 1 of 4 different gods, which grants access to unique boons and powerful rituals. | Tier 4 PP: 1000 | Unlocks a new building, ritual, or advanced upgrade path. |
| Denbreakers | Unlocks Denbreaker's Rain in the Ballistics Workshop and Denbreaker's Hail in the Artillery Hall. Each upgrade grants retrospective unit permanent +% damage whenever they destroy a den. | Ascension or unlock gated | Unlocks a new building, ritual, or advanced upgrade path. |
| Soul Echoes | Whenever you spend a Soul, gain +1 Dwarf. | Tier 2 PP: 1 | Accelerates rare permanent-progression resources. |
| Soul Tithes | You get +1 Soul for every 72 calamities you trigger. | Tier 3 PP: 1 | Accelerates rare permanent-progression resources. |
| Soulbound Legacy | Start the game with +1 Soul. | Tier 2 PP: 1 | Accelerates rare permanent-progression resources. |
| Spelunker's Guild | Unlocks Spelunker's Guild. Specializes in treasure and mithril acquisition. Produces spelunkers and treasure hunters who delve deep into the underbowels of the mountain, seeking artifacts and ancient riches. | Tier 3 PP: 1 | Unlocks a new building, ritual, or advanced upgrade path. |
| Veteran Settlers | Start the game with 2/4 dwarves. | Tier 1 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Stalwart Legacy | Start the game with +1 dwarf for every 12 PP spent. | Tier 4 PP: 1 | Accelerates rare permanent-progression resources. |
| Golden Inheritance | Start the game with +10/20 gold for each PP spent. | Tier 1 PP: 1 | Accelerates rare permanent-progression resources. |
| Shiny Reserves | Start the game with +500 gold for each prestige tier unlocked. | Tier 1 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Ancient Cache | Start the game with 2/3/4 Mithril. | Tier 1 PP: 1 | Accelerates rare permanent-progression resources. |
| Heirloom Inheritance | You start the game with 1 random tier 1 artifact spawned. | Tier 1 PP: 1 | Improves artifact carryover, den rewards, or treasure progression. |
| Swift Start | Start the game with 1/2/3 runners. | Tier 1 PP: 1 | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Endless Balls | Duke Cannons get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| Endless Explosions | Demodwarves get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Tier 6 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Endless Blaze | Flamers get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Tier 6 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Endless Penetration | Harpoon Ballistas get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Tier 6 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Divine Archives | You can now select T5 artifacts with Divine Relic and Vault of Gods. Requires Ascension Rank 1. | Ascension or unlock gated | Improves artifact carryover, den rewards, or treasure progression. |
| Endless Lasers | Laser Cannons get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Tier 6 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Endless Picks | Miners get +3% damage per rank. You can buy this upgrade 5 times per Ascension rank. | Tier 6 PP: 1 | Permanent combat scaling for the relevant damage line. |
| Ascended Mithril Cache | Start the game with +3 Mithril per rank. You can buy this upgrade 1 time per Ascension rank. | Ascension or unlock gated | Accelerates rare permanent-progression resources. |
| Endless Invocations | Rituals have 5% lower cooldown. You can buy this upgrade 1 time per Ascension rank, up to 15 max. | Ascension or unlock gated | Permanent combat scaling for the relevant damage line. |
| Pantheon | Expand Holy Grounds upgrade in Shrine can be bought 1/2 additional times. You can buy this upgrade at Ascension rank 0/2. | Ascension or unlock gated | Permanent prestige upgrade; compare it with your current run bottleneck. |
| Ascended Soul Cache | Start the game with +1 Soul per rank. You can buy this upgrade 1 time per Ascension rank. | Ascension or unlock gated | Accelerates rare permanent-progression resources. |
| Gyro-Stabilized Emplacements | The first 1/2 anti-rock turrets you buy cost 0 gold. Additionally anti-rock turrets get +75/150% turning-speed and +3/6% accuracy. | Tier 2 PP: 1 | Improves the economy from ore, gems, gold, or luck. |
| Yeeti Arms | Rank 1 reduces Gorilla Arms YEET cooldown by 50%. Rank 2 makes runners start the run with Gorilla Arms already purchased. Rank 3 removes the Gorilla Arms YEET cooldown entirely. | Tier 4 PP: 1 | Permanent combat scaling for the relevant damage line. |