Monster health scales with monster level, and the top-level monsters of each dungeon set the damage numbers you have to plan around. UNDERDEEP monster HP breakpoints start at 50 HP for a level-9 rat in the first dungeon and run past 1400 HP for a mimic in Dungeon of Gold (Lower).

Underdeep monster hp breakpoints: health by dungeon

Dungeon of Gold (Upper), monsters level 1 to 9:

MonsterHealth at level 9
Rat50
Bat50
Wolf100
Goblin Mage300
Goblin350
Mimic700

Dungeon of Gold (Mid), monsters level 10 to 15:

MonsterHealth at level 15
Rat77
Bat77
Wolf154
Harpy462
Kobold539
Hobgoblin539

Dungeon of Gold (Lower), monsters level 12 to 21:

MonsterHealth at level 21
Bat (fire)104
Rat (wind)104
Wolf (water)208
Orc (water)624
Troll (wind)728
Mimic (fire)1400 or more

The damage numbers that matter

  • 100 AOE damage one-shots any random corridor spawn in the first dungeon.
  • 350 damage is the right target in the first dungeon: it is a two-hit kill on the 350 HP goblins, and reaching it usually means you can drop a single-target weapon entirely.
  • 700 damage, enough to one-shot the mimic, is not realistically reachable in the first dungeon.
  • In Dungeon of Gold (Lower), build 208 AOE damage to clear the corridors and add single-target damage that one-shots the 624 HP orcs.

Getting to those numbers is a question of stats and weapons rather than of gear rarity, and the priority order for that is in the build guide.

How a fight resolves

Combat is turn based with one action per turn, and the damage number comes from your stats rather than from the weapon: POW + SPD for a single-target hit, half of MAG + SPI for an AOE hit. There is no option to pick which enemy you attack, no defend option and no flee option in the current build, so positioning the run so that weak enemies come first is what you control.

The panel tracks the run counters Moves, Fights, Loots, Tosses and Meets, plus Max Damage, which is the quickest way to see whether a route is reaching the breakpoints you need.

Elements on the monster name

Notice that the lower-dungeon monsters carry their element on the name - bat (fire), rat (wind), wolf (water), orc (water), troll (wind), mimic (fire). That element is the weakness you can exploit, and the elemental weakness guide lists what each one takes extra damage from.