Enter with one goal and leave before the run turns bad

The Dungeon is where you collect ore and find out whether your build works. It is not a race to the furthest stage. Make room in your bag, clear enemies you can handle, and take the materials you came for. Head back when the next wave starts eating too much time or health. A short run with a full return beats a wipe every time.

Numbered stages advance when you defeat the current enemies. Larger targets and visible health bars make the difficulty easy to read, and the pause between some waves gives you a natural point to stay or go.

Prepare before entering

Open the Backpack and inspect your equipped weapon and armor. Test a newly forged weapon on familiar enemies before depending on it in a harder run. If your weapon has an active skill, know where its button is and confirm that it is ready.

Check the carried-ore counter as well. Starting with little or no free space defeats the purpose of an ore run. If capacity is repeatedly the reason you leave early, the Upgrade panel’s bag-style capacity option can become more valuable than another small combat improvement. Read its current cost before spending.

Pre-run checkWhy it matters
Weapon equippedDetermines your basic damage and available effects
Armor equippedHelps manage survival pressure
Skill readyGives you a tool for groups or a dangerous target
Ore space availableLets the run produce usable forging material
Exit decision setPrevents one extra wave from ruining a good return

Clear waves without getting surrounded

Approach enemy groups from one side instead of walking into the center. Keep targets in front of you, attack at close range, and reposition when several enemies overlap. Use the health bars to identify which target is close to falling rather than spreading damage across the whole group without a plan.

Weapon skills can deliver consecutive hits or damage multiple enemies in range. Use an ability when it changes the fight: opening space, finishing a dangerous target, or hitting a grouped wave. Do not spend it automatically on the first weak enemy if a harder group is about to arrive.

After the wave, wait for the safe moment to collect ore. Chasing a pickup while enemies are still pressuring you can cost more health than the item is worth.

Choose ore around your current objective

Dungeon enemies visibly drop colored, named materials. Observed examples include Amethyst, Silver, Gold Sapphire, Obsidian, Plasma Core, and Fire Crystal. These examples are not a permanent rarity or value table.

If the run is for forging, keep materials you intend to place into the Forge and read the current preview before committing them. If the run is for coins, inspect current displayed values before selling. Your bag has a maximum, so every pickup consumes space that could hold a later drop.

Avoid copying a fixed ore priority from an older version. Use the live label, current value, forge preview, and your available capacity.

Decide whether to continue

Reassess after every wave:

  • Continue when enemies fall steadily, health remains comfortable, skills will be ready, and your bag has useful space.
  • Return when kill time rises sharply, one mistake could defeat you, capacity is full, or you already have enough material for the planned forge.
  • Step back to a lower stage when the fight is possible but inefficient.
  • Train or improve gear when the same stage remains a wall after a clean attempt.

A visible Back control can return you from the combat route, but the interface can restrict leaving during active encounters. Make the decision between waves rather than assuming you can escape at the last second.

Convert the run into progress

Do something with the haul before jumping straight into another run. Pick the next move according to what held you back:

  1. Forge a weapon or armor piece if you have suitable ore.
  2. Compare the result in the Backpack before replacing your current item.
  3. Sell unwanted gear or materials only after checking current values and effects.
  4. Upgrade capacity if full bags are cutting profitable runs short.
  5. Train if damage remains the main limitation.
  6. Read the Rebirth preview if the prestige prompt becomes relevant.

Otherwise, Dungeon runs turn into stage grinding that never improves the part of your build causing trouble.

Version-sensitive details to check live

Stage counts, enemy stats, return restrictions, ore values, drop rates, capacity caps, and skill numbers can change. Check the current interface whenever a decision spends materials or risks a completed run. The method in this guide remains useful because it measures your present build instead of relying on fixed thresholds.

FAQ

What should I do first in the Dungeon?

Clear a manageable opening group, watch your health, and confirm that the stage produces useful ore without taking too long.

When should I leave a Dungeon run?

Leave when your bag is full, health is unsafe, kills become inefficient, or you have enough materials for your intended forge.

Which ore should I pick up?

Use current labels, values, and forge previews. Keep room for materials that match the purpose of your run.

Why can I not return during a fight?

The interface can restrict returning during active encounters. Reassess between waves and avoid starting a group you cannot finish.

Should I sell ore or forge it?

Forge when a gear improvement is the goal; sell when current currency value better solves your bottleneck. Check both live interfaces first.