1 Loot To Forge Dungeon Stages
Stage data checked 2026-09-23 · community-observed
The dungeon is a linear hallway of numbered stages, each with tougher enemies and better ore than the last. The route that works is not the deepest stage you can reach — it is the deepest one you can finish without dying.
Stage by stage
Stage 2–4
Enemies: Goblins, Armored Goblins
Warm-up rooms. Drops cover Upgrades, not real crafts.
Confidence: Cross-source
Stage 5–6
Enemies: Desert Zombies
First desert rooms — Amethyst, Nova Ore and Sunfire Ore start dropping here.
Confidence: Cross-source
Stage 7
Enemies: Jackal Zombies
The early-game farm target: Emerald, Mystic Crystal, Gold, Sapphire, Obsidian and Fire Crystal all appear on this stage.
Confidence: Cross-source
Stage 8
Enemies: Pharaoh Zombies, Desert Reaper
The first wall. The Desert Reaper is reported at roughly 500 million HP.
Confidence: Community
Which stage should you farm?
Stage 7 is the answer for most of the early and mid game. Jackal Zombies there drop the widest ore spread in the game — Emerald, Mystic Crystal, Gold, Sapphire, Obsidian and Fire Crystal — which means one stage covers most of what a decent weapon recipe needs.
Stage 8 is a wall, not a farm: Pharaoh Zombies hit considerably harder, and the stage is anchored by the Desert Reaper at a reported ~500 million HP. Treat it as a checkpoint. Farm Stage 7 until your backpack is maxed, forge and enchant off that ore, hold the highest training multiplier you can, and bank a Rebirth before you try the Reaper seriously.
The four-hit rule
A practical benchmark rather than a formula: if your attacks consistently fail to kill an enemy in four hits, the next stage is beyond your current Power. Retreat, train, or forge something better — do not gamble an entire run on a fight you cannot finish.
This matters more than it sounds, because the Power gap between adjacent stages is large. Walking out with a full bag of mid-stage ore beats dying near the boss with nothing, every time. Therun planner shows what a lost run costs you in trips.
Rebirth timing
Rebirth resets your accumulated Power and grants a permanent multiplier in return. Forged weapons, armor and storage upgrades stay.
Rebirth when training gains flatten out and the next stage still kills you. Resetting too early wastes Power; resetting too late wastes hours that a multiplier would have covered.
Before you reset
- Spend leftover ore at the Forge — resets do not reclaim materials.
- Equip your best forged weapon so early floors clear fast after the reset.
- Sell genuinely surplus ore for Coins, but keep ingredients for your next planned craft.
More detail — including how Power training zones feed into the timing — is in thePower and Rebirth guide.