Block and dodge both stop at 15% in UNDERDEEP, so the Underdeep toughness sense block dodge cap is the same ceiling for both stats - but the combined total you need to reach it climbs every dungeon, and doors and traps use a different pair of stats entirely with much higher numbers.
Underdeep toughness and sense: the block and dodge caps
Toughness (TGH) is your chance to block an incoming enemy hit. Sense (SEN) is your chance to dodge an enemy attack, and also your chance to evade a triggered trap. Both are hard-capped at 15%, and both are separate checks, so a single incoming hit can be blocked and dodged independently. That is the reason Toughness is still worth taking on a character that already has enough Sense to dodge reliably.
Combined Sense and Toughness per dungeon
The tables below are combined totals for the two stats together, not per-stat values, so any split works as long as the sum clears the number for that dungeon.
| Dungeon | Sense + Toughness needed for 15% |
|---|---|
| Dungeon 1 | 65 |
| Dungeon 2 | 83 |
| Dungeon 3 | 101 |
| Dungeon 4 | 119 |
| Dungeon 5 | 137 |
| Dungeon 6 | 155 |
The requirement rises with each dungeon because the monsters inside it hit harder. Points above the cap are wasted, so once a dungeon is covered, stop adding to either stat for that floor.
Doors, locks and traps use Dexterity plus Sense
Doors, locks and traps are resolved with a combined Dexterity + Sense check, and every dungeon has its own breakpoint for a guaranteed success. The split between the two stats does not matter for the check itself.
| Dungeon | DEX + SEN needed to open doors and traps |
|---|---|
| Dungeon 1 | 220 |
| Dungeon 2 | 340 |
| Dungeon 3 | 460 |
| Dungeon 4 | 580 |
| Dungeon 5 | 700 |
| Dungeon 6 | 820 |
In the first dungeon the highest traps and doors are level 9 and need 220 combined Sense and Dexterity to be opened or avoided with certainty. When a trap does trigger, you still roll an evasion check against Sense capped at 15%, so a trap can be avoided outright instead of fought. A door that fails to open pushes you one tile back rather than letting you through.
These numbers are the real gate on a build: the DEX + SEN breakpoint decides which floors you can move through, while the 15% block and dodge caps decide how much punishment you shrug off. If you want to know which stats to feed first to reach them, the build guide has the priority order.
Which stat is cheaper to push
Gear makes Dexterity the cheaper half of the pair. Rare items in the Items slot can give two +10% Dexterity boosts, while the head slot only offers a single +8% Sense bonus, so gear pushes Dexterity up faster for less. On top of that, Sense and Dexterity are needed for damage-free navigation as well as for the block and dodge cap, which makes the combined DEX + SEN breakpoint the number to plan around when you choose your jobs and gear.