Dungeons

## Basic Summary

In Dungeon Life, the core mechanic revolves around the existence of supernatural phenomenon called Dungeons. In the world of Dungeon Life, everyone's life is a story with the potential to create a lore. When that lore is filled with negative emotions and ends up in an incomplete state, it transforms into a curse. This curse is what gives birth to dungeons. There are two ways to destroy a dungeon, the first is to obtain the dungeon core, a physical manifestation of the Dungeon Curse and destroy it. The second is to complete the unfinished lore, thus lifting the curse and setting the dungeon lore free.

## Lore

The most important thing to remember for all dungeons is that dungeons desire for its lore to be completed. All dungeon's were created from an unfinished, incomplete, story that ended without a proper resolution. Dungeon Curses want to be freed from their own curse and desire for someone to complete its lore. This desire leads to the creation of safe rooms, murals, and even assistance. Safe rooms are rooms or areas in the dungeon where there are no monsters, traps, and less dense miasma, giving Dungeon Divers the time to rest and recover. In all safe rooms are Murals. These murals depict the story which brought about the curse. Explaining how the dungeon was born and gives Dungeon Divers an idea about what has to be done to complete the lore. Then there is assistance, if the Dungeon Divers have the potential to complete the lore, the dungeon might somehow protect and help them along in hopes that they will be able to save itself.

Anyone that can complete a lore will become a True Dungeon Diver, thus gaining various rewards from the dungeon including a blessing and access to the Dungeon Store.

## Defenses

When it feels threatened, Dungeons will defend itself. Usually in the form of monsters. The more it feels threatened by the presence of Dungeon Divers that only seek to destroy it, rather then finish the lore, the more the dungeon fights back against the dungeon.

Regardless, no matter how much the dungeon resists, if the Dungeon Divers are strong enough to bypass all its defenses, the dungeon cannot absolutely block off their path somehow. According to Carmine, this is a law created by an accord of Gods that state Dungeon's cannot make their lore's inaccessible.

## Properties

While all dungeons are unique in their own way depending on the lore that comprises its curse, there are common points existing in all dungeons. Dungeon's are born from incomplete lore's and powered by Miasma. A special type of mana that's been corrupted by the dungeon's curse. Miasma is both a power source as well as part of the Dungeon's defenses. Since Miasma has an effect of weakening peoples minds making it harmful for people to stay within the dungeon for long periods of time. It's also believed that Miasma is what the dungeon uses to create monsters and treasures that exist within the dungeon.

When dungeon's are born they usually start with ten floors at their creation and after a ten year period of settling, expand an additional floor every year. Strangely enough, the inside of a dungeon is considered a separate world in against the real world. Which is why space-time magics such as Portal or Return won't function properly within the dungeon. In legend, it's said that the floors of a dungeon can become so large that they become an entire independent and self-sufficient world.

There are safe rooms every five floors including the first floor and right before the final boss. Each safe room has a Kiosk within it that can transport Dungeon Divers between floors if they've already registered themselves in the kiosk. As well as a Mural depicting a part of the Dungeons lore. The safe rooms are used to allow Dungeon Divers to rest or return to the surface to recover before resuming their dive deeper into the dungeon. In theory, the purpose of a Safe Room existing on both the first and final floor is to allow a well-rested raid party to be formed before attempting to conquer the dungeon.

All dungeon's have monsters as well as Boss Monsters within them. Every five floors will create a Mid-Boss and every ten floors will create a Main-Boss. At the depths of the dungeon will be the Final Boss and ruler of the dungeon. What all Dungeon Diver's know is that when fighting the final boss, is to kill them quickly. Because if they don't, the boss can channel all the miasma powering the dungeon into themselves to strengthen their power several times over. Later it's revealed that the dungeon bosses are somehow tied to the dungeon's lore as manifestations from the incomplete lore. Sometimes even being characters that existed in the original lore. Something to note is that the final boss isn't usually the creator of the dungeon. But instead a major character that was somehow involved in the main story.

As shown with the Twilight Dungeon, it is proven that dungeon's are capable of creating entire worlds within itself. In the Twilight Dungeon, this was done to recreate the events that led to the creation of the original dungeon. Deek's investigation have found that instead of floors, the dungeon's stages are split into rings with the Boss Room at the center of the dungeon. The difficulty level of the dungeon rises the closer to the Boss Room. Safe Room's were scattered across the world and were completely inaccessible to the dungeon's monsters.

## Known Dungeons

Mina's Dungeon

Karr's Dungeon

Terra's Dungeon

Widow's Dungeon

Calypso Tower Dungeon

Twilight Dungeon

Dirage's Great Dungeon

Mirror Labyrinth

## Notes

* There are rare exceptions among dungeons that don't abide by the normal rules of the dungeon. One of which is Shao's Temporary Demon Lord Dungeon.
* Dungeons do have natural rules they must follow according to the Accord of Gods in the Age of Curses.