A dungeon stage is a numbered room you clear for ore. Go deeper and the enemies change, along with the pickups you can carry back to the forge. The Desert Reaper is the first real wall, and a smooth goblin clear will not impress that boss.
How to use this collection
Enemies are the normal mobs in that room. Ores observed are pickups seen there, not a drop every kill owes you. Boss and Boss HP show up only when that room has a named boss. Recommended power is the number that was on screen during a clear. If Boss, Boss HP, or Recommended power is empty, that detail was not settled for the room.
Stage group
Goblin stages
Stage 1, Stage 2, and Stage 3 are the early path where the enemy names line up. Copper, Silver, and Jade are floor pickups from those rooms, not a fee every goblin pays on death. The Armored Goblin's 30,000 HP is one on-screen reading beside the 2,000 power label, so both numbers can move after an update.
Stage 1
Green goblins are the enemies in this room, and the pickups seen here are Copper and Silver.
- Enemies
- Green goblins
- Ores observed
- Copper; Silver
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 2
Goblins are the enemies in this room, and the pickups seen here are Jade, Silver, and Copper.
- Enemies
- Goblins
- Ores observed
- Jade; Silver; Copper
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 3
The Armored Goblin is the boss in this room, with 30,000 HP at a recommended power of 2,000.
- Enemies
- Armored Goblin
- Ores observed
- -
- Boss
- Armored Goblin
- Boss HP
- 30,000
- Recommended power
- 2,000
Stage group
Desert stages
Stage 5 is the desert room where the enemy and the floor pickups agree. Stage 4, Stage 6, and Stage 7 do not: the enemy lists conflict, and one route aims at Stage 7 before the Reaper while another pass never mentions that room. Stage 8 is the wall, and the ore names for that boss room do not agree.
Stage 4
Enemy and ore reports for Stage 4 disagree, so those comparisons are left blank.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 5
Desert Zombies are the enemies in this room, and the pickups seen here are Amethyst and Nova Ore.
- Enemies
- Desert Zombies
- Ores observed
- Amethyst; Nova Ore
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 6
Enemy and ore reports for Stage 6 disagree, so those comparisons are left blank.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 7
Enemy and ore reports for Stage 7 disagree, so those comparisons are left blank.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- -
Stage 8
Desert Reaper and Pharaoh Zombies are the enemies here. The Desert Reaper boss is listed at 500,000,000 HP, and the ore names are left blank because the reports disagree.
- Enemies
- Desert Reaper; Pharaoh Zombies
- Ores observed
- -
- Boss
- Desert Reaper
- Boss HP
- 500,000,000
- Recommended power
- -
Stage group
Later stages
Recommended power on these rooms is the on-screen label from a single clear, not a new estimate of what you need today. The enemy and ore names for these rooms do not match. The hallway does not stop at Stage 12. Stage 18 and Stage 24 have both shown up in play, without a settled set of enemies or ores.
Stage 9
Recommended power for this stage is 300,000,000. Enemy and ore names are left blank because the reports disagree.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- 300,000,000
Stage 10
Recommended power for this stage is 850,000,000. Enemy and ore names are left blank because the reports disagree.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- 850,000,000
Stage 11
Recommended power for this stage is 9,000,000,000. Enemy and ore names are left blank because the reports disagree.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- 9,000,000,000
Stage 12
Recommended power for this stage is 800,000,000,000. Enemy and ore names are left blank because the reports disagree.
- Enemies
- -
- Ores observed
- -
- Boss
- -
- Boss HP
- -
- Recommended power
- 800,000,000,000
Which stage to farm
The useful stage is the deepest one where packs still die quickly. A slower room spends the trip on one fight. Leave, click for more power, forge the ore you carried out, and come back when that same room is easy.
The loop stays on four beats: click for power, beat the enemies, gather ore, forge gear. Turning the whole haul into coins feels tidy, then the forge has nothing left to work with. Keep ore you still need for a craft.
Desert rooms and the Reaper
Goblin rooms are the start. When the Armored Goblin on Stage 3 dies without a long fight, farm Stage 5 on the way to the desert wall. If you are hunting a named ore on Stage 4, Stage 6, or Stage 7, stop. The names for those rooms do not agree.
The Desert Reaper on Stage 8 is the mid-dungeon check. No recommended power was shown for that fight. If the boss turns the run into a waiting room, go back to Stage 5, forge, and try again later.
Recommended power later on
From Stage 9 on, the on-screen power label jumps hard as you go deeper. Use it as a rough check. If your power is nowhere near that label, save that room for later.
Keep each label on the stage where it appeared. A much bigger number from a later clear, with no stage on it, does not belong to Stage 12. A room you can finish still beats a stored number you cannot reach.
FAQ
How do I start a dungeon stage?
Use the dungeon portal in the lobby and pick a numbered stage you can finish. The room you choose sets the enemies and the ore you can carry home. A deeper number is not a prize if the first pack already takes the whole run.
What should I do when my bag is full?
Leave. A full bag cannot take the next pickup, so the rest of the stage is a walk with no haul. Forge the ore you still need, sell the surplus, and make room in the bag before you push a deeper stage.
Why is my recommended power different?
The stored number is the label that was on screen during a clear, and power scales as you get stronger. If your run shows something else, trust the screen in front of you. The old label is only a snapshot.
Which stage has the Golden Goblin?
It is not a normal enemy of a numbered stage. The Golden Goblin sometimes wanders in as a bonus, and that callout has shown up on different stages. Clear the room you came for, and treat the goblin as extra luck.
Is Frostbound Tower a dungeon stage?
No. Frostbound Tower is a ticketed wave mode in the lobby, and its rounds use their own count. A tower round is not Stage 4 or Stage 8 under another name.



