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Reference
Dungeons
Four dungeons, each 400 floors deep, each paying a different currency. You get 2 keys a day: which dungeon to run is the game's real daily trade-off.
4
Dungeons
400
Floor
2
Keys / day
Hammer Thief
Pays: Hammers · Coins
| Floor | Damage | Health | Hammers | Coins |
|---|---|---|---|---|
| 1 | 15 | 120 | 60 | 4,000 |
| 25 | 65,162 | 521,294 | 84 | 6,400 |
| 50 | 706,008 | 5,648,062 | 109 | 8,900 |
| 100 | 5,017,374 | 40,138,988 | 159 | 13,900 |
| 150 | 43,629,720 | 349,037,757 | 209 | 18,900 |
| 200 | 850,441,583 | 6,803,532,662 | 259 | 23,900 |
| 300 | 323,123,554,849 | 2,584,988,438,789 | 359 | 33,900 |
| 400 | 129,890,425,060,794 | 1,039,120,000,000,000 | 459 | 43,900 |
Ghost Town
Pays: Skill Tickets
| Floor | Damage | Health | Skill Tickets |
|---|---|---|---|
| 1 | 15 | 120 | 200 |
| 25 | 20,480 | 163,840 | 248 |
| 50 | 300,000 | 2,400,000 | 298 |
| 100 | 4,000,000 | 32,000,000 | 398 |
| 150 | 21,490,172 | 171,921,379 | 498 |
| 200 | 395,852,290 | 3,166,818,322 | 598 |
| 300 | 134,313,506,842 | 1,074,508,054,739 | 798 |
| 400 | 45,572,852,715,767 | 364,582,821,726,137 | 998 |
Invasion
Pays: Eggshells
| Floor | Damage | Health | Eggshells |
|---|---|---|---|
| 1 | 8 | 60 | 200 |
| 25 | 10,240 | 81,920 | 216 |
| 50 | 150,000 | 1,200,000 | 232 |
| 100 | 2,000,000 | 16,000,000 | 264 |
| 150 | 10,745,086 | 85,960,690 | 297 |
| 200 | 197,926,145 | 1,583,409,161 | 329 |
| 300 | 67,156,753,421 | 537,254,027,370 | 394 |
| 400 | 22,786,426,357,884 | 182,291,410,863,069 | 459 |
Zombie Rush
Pays: Tech Potions
| Floor | Damage | Health | Tech Potions |
|---|---|---|---|
| 1 | 15 | 120 | 100 |
| 25 | 20,480 | 163,840 | 124 |
| 50 | 300,000 | 2,400,000 | 149 |
| 100 | 4,000,000 | 32,000,000 | 199 |
| 150 | 21,490,172 | 171,921,379 | 249 |
| 200 | 395,852,290 | 3,166,818,322 | 299 |
| 300 | 134,313,506,842 | 1,074,508,054,739 | 399 |
| 400 | 45,572,852,715,767 | 364,582,821,726,137 | 499 |
How to read
Rewards rise linearly with the floor (base + increase × floor) while enemies gain damage and health far faster. The practical consequence: grinding a floor that is too hard is not worth it — the marginal gain per floor is small, while a wall costs you a key. Push to the last floor you clear comfortably, and spend your 2 daily keys on the dungeon whose currency you actually need.