Dungeons

Pieces of information

 * Dungeons are structures built for killing enemies. They have a core, which are the children of the God of Darkness or "Father" as they call him.
 * Dungeons have a lot of useful functions, which could be used through the Dungeon Menu. If the core is destroyed, the whole dungeon collapses. The same happens if the core or Dummy Core gets outside of the dungeon itself.
 * Dungeons usually earn as much DP as the person's strength but it doubles if they are locked, and it triples if they are in Jail. If they are locked in a Jail, the amount is 6x.
 * The dungeon [Jail] was sturdy, but not impossible to destroy.
 * Dungeon Masters can expend Dungeon Points (DP) to make rooms, set traps, and summon monsters. Although the only thing you could do once the core room was invaded by intruders was summoned monsters, you still had a fighting chance at survival as long as you had DP on your side. Without DP, you can't set traps and you can't summon monsters.
 * The Dungeon Master or the Dungeon Core can name their summoned monsters, essentially making them Named Monsters which is a sign that the Dungeon Master really trusts them, and they usually work a lot harder to repay that trust. If a Named Monster dies, its name will become grey in the Menu, while the alive ones are white. By double-clicking on the Named Monster's name it can be revived for 10 times their worth of DP. Named Monsters cannot be removed from the list.
 * Dungeon walls are special. You could repair them even if an invader was on the floor, and in a single moment too. But they wouldn’t heal if the Dungeon Core ignored them.
 * Putting monsters under your control required their assent. Plus, it wouldn’t work if they didn’t fully understand that they were placing themselves under the dungeon’s control—One couldn’t trick them. That said, there were ways to force monsters into servitude. You just had to physically dominate them. That was pretty much the only way to get unintelligent, feral monsters under your control. The catch was that you no longer got any DP from monsters under your control.
 * Generally, dungeons had their own trends and themes. Some were fire-based, some were filled with demi-human monsters, and others with beasts. Normally, those monsters lived in the dungeon serving the Dungeon Boss. This dungeon had within it, putting aside the Jellies that appeared in just about every dungeon, goblins and golems. They belonged to the Earth element if anything.
 * Traps only worked on the same floor that they were initially placed on. The key point being floor, not room.
 * Dual Link - It basically just means two Cores connecting to manage one dungeon.

Core Room
The Core Room in most dungeons is the innermost area/room of the structure. Most of the time the room is filled with treasures, so the Dungeon Core will be dismissed.

Boss Room
The Boss Room is the final destination of adventurers who are hoping of conquering a dungeon. Most of the time the Boss Monster is the strongest and mightiest creature of the dungeon. For example: Flame Caverns, Redra and Igni, or the Cave of Greed's Iron Dragon Golem.

Dungeonology

 * Dungeons are natural phenomena and grow by the day. Once they grow large enough, new dungeons begin to form around them as if they are creating children. They are called {Branch Dungeons}.
 * Sometimes, a dungeon will rapidly grow, or perhaps rapidly shrink in size. This is known as a {Paradigm Shift}.
 * There are no Dungeon Masters in the Dungeonology.
 * Dungeon Bosses - Sometimes it was a strong summoned monster, sometimes it was the Core itself — Rokuko was a human-type Core, but apparently there were many other types, including dragon-types. It would be rational to call Rokuko the Dungeon Boss from that perspective.
 * The best example of that was the Safe Zone. The book claimed that no monsters could enter certain special light-filled rooms, but in truth, that was all an act on the dungeon’s part to make adventurers let their guards down.