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Ore and Gold Farming

Gold farming is a full loop: create valuable ore, keep it from being reclaimed, move it to storage, then buy upgrades that increase either damage or collection.

StepWhat Matters
Create valueDamage produces ore/gem value; gem preference can force gem rolls when damage and gem bias are high enough.
Keep valueMountain reclaim pressure punishes slow hauling, so runner speed, carrying capacity, dodge, shields, and Maw reclaim effects matter.
Convert valueOre and gems only help once collected, so extra damage is not always better than better delivery.
Scale valueOre/gem value artifacts, Great Mother effects, gem systems, and luck can make each drop worth more.
Max Ore DropsMountain levels 1-50 usually drop 1 ore item, with occasional 2-3 item drops. Levels 51-100 gradually shift toward fewer drops, ending around 48% no drop, 47% one drop, 4% two drops, and 1% three drops; level 100+ keeps those odds.
Gem PreferenceIf a hit deals at least 15 damage and has gem bias, it can force a single gem roll. The chance starts at 12%, increases with gem bias and luck, and caps at 60%.
Gold Per Damage Base0.5
Ore/GemValueWeightKind
MithrilSpecial resource100Ore
Massive Pure Gold100025Ore
Oathgold20050Ore
Huge Pure Gold120110Ore
Adamantine10080Ore
Sungold47130Ore
Coreheart4270Ore
Diamond34120Gem
Pink Diamond333Gem
Deep Pearl332Gem
Ruby30120Gem
Emerald25110Gem
Large Pure Gold25180Ore
Sapphire24110Gem
Topaz22110Gem
Amethyst21110Gem
Medium Pure Gold17160Ore
Large Gold Ore1585Ore
Small Pure Gold12110Ore
Medium Gold Ore1165Ore
Small Gold Ore725Ore
ProblemUseful Direction
Lots of ore, not enough pickupGorilla Arms, runner speed, dodge, carrying capacity, and bulldozer support.
Low ore valueArkenstone, Great Mother Altar, gem systems, and value multipliers.
Too few dropsMore damage, gem bias, luck, and weapon upgrades that create extra hits or special drops.
Hazards stop workersShield, dodge, anti-rock, and hazard-clearing upgrades before more raw damage.