Dungeon of Gold (Upper) is a 13x13 grid of 169 tiles holding level 1 to 9 monsters, and the best gear rarity inside it is Rare - so it is a learning dungeon rather than a farming one. The route below clears it in 72 tiles, exactly 16 minutes of movement, and the damage you need is 100 for corridor spawns and 350 for the goblins.

Underdeep Dungeon of Gold guide: the first dungeon in numbers

  • Grid: 13x13 tiles, 169 in total.
  • Monster levels: 1 to 9 - rats, bats, wolves, goblins, goblin mages and the mimic.
  • Health at level 9: Rat 50, Bat 50, Wolf 100, Goblin Mage 300, Goblin 350, Mimic 700.
  • Best gear rarity available: Rare.
  • The level-9 goblin and the level-9 mimic are both weak to fire.

A 72-tile route through the mimic

  1. Walk the critical path to the mimic.
  2. Put an E marker on the tile you leave the mimic on, so the character drinks a potion there instead of inside the fight.
  3. Backtrack to the goblin mage.
  4. Continue to the two goblins.

That path is 72 tiles, or exactly 16 minutes of movement. Because the layout is fixed, you can repeat and refine the same route indefinitely, and the coordinates can be shared with other players. Making the character walk it unattended is a matter of placing the right policy on each tile, which the route settings guide explains.

Damage targets for each monster

  • 100 AOE damage one-shots every random corridor spawn in this dungeon.
  • 350 damage is the right target: it is a two-hit kill on the 350 HP goblins, and reaching it usually means you can drop a single-target weapon entirely here.
  • 700 damage, enough to one-shot the mimic, is not realistically reachable in this dungeon.

If you can hit 350 AOE you do not need a single-target weapon in Dungeon of Gold (Upper) at all. The health numbers behind these targets in the deeper floors are in the monster HP tables.

Potion on the tile after the mimic

The E marker on the tile you leave after the mimic is what makes the route survivable: the character drinks between fights, where nothing can hit it, and keeps going. The same trick works on any boss tile. What makes it necessary is that drinking a potion inside a fight burns the turn and can cost you more health than it returns.

What the Mid and Lower dungeons ask for

Dungeon of Gold (Mid) is a 17x17 grid, 71% bigger than the first one, with monsters from level 10 to 15 and health at level 15 of Rat 77, Bat 77, Wolf 154, Harpy 462, Kobold 539 and Hobgoblin 539. Its traps and doors top out at level 15.

Dungeon of Gold (Lower) covers monster levels 12 to 21, and the health you must beat at level 21 is Bat (fire) 104, Rat (wind) 104, Wolf (water) 208, Orc (water) 624, Troll (wind) 728 and Mimic (fire) 1400 or more. Its traps and doors reach level 21 and need a little over 455 combined DEX + SEN. For a long farming session there, build 208 AOE damage to clear the corridors and a single-target weapon strong enough to one-shot the 624 HP orcs.