Dungeon

A dungeon is an area that can be explored by players. They contain monsters for players to battle and grind for experience points and items, but also treasures and gathering nodes. Each dungeon has a mandatory boss battle at the end that players must defeat to clear the dungeon and claim the rewards.

Main Features
Players can battle monsters, find treasure chests and/or gather materials for crafting and cooking on an excursion to a dungeon.

Battling
All dungeons have monsters. Monster sprites are visible on the screen and move around the dungeon, and players may choose to avoid them if they do not wish to battle. Monsters may drop interesting loot, including the unique spoils for the dungeon, which can be opened once the boss is defeated.

Each dungeon has a final boss with unique mechanics that must be defeated to clear the dungeon, unlike regular monsters.

Gathering
Once a dungeon has been cleared for the first time, players can reenter it and discover gathering nodes, indicated by sparkles, at certain spots throughout the dungeon. By using one Gathering Materials, players can uncover a bounty of ingredients for cooking and for crafting. However, the last boss of the dungeon must still be defeated again in order to finish the excursion.

Players may also find treasure chests with unique items, but these chests will not magically fill with treasure again on repeated trips once they are opened for the first time.

Saving in dungeons is not permitted.

Boss Battles
Each dungeon has a last boss that must be defeated to end the excursion. Defeating the boss immediately ends the dungeon, so make sure to finish gathering and exploring before taking them on!

Each boss in roughly the first half of the game is designed to introduce players to the game's battle mechanics. From there, bosses will have different tactics which players will have to counter by using specific skills or specializing their party members.
 * Citrus Forest - the Giant Slime is a simple, introductory boss that simply has more health and stronger attacks than the regular slimes, introducing players to longer battles and the need for HP recovery via items.
 * Mylean Cave - the Giant Snake is another simple boss. It introduces status ailments that the player must be wary of, and party-wide attacks that requires the need for more healing and/or MP management.
 * Spirit Tree - the Wisp of Life is a boss that focuses on elemental attacks, enforcing the need for elemental resistance management. It also focuses more on buffing itself and debuffing the party, forcing players to have supporting party members instead of relying on offensive attackers only.
 * Fidchel Desert - the Sand Dune will teach players about damage-over-time effects; it will bombard the party with multiple DoTs, as well as stronger elemental attacks and pesky moves that inflict Silence and Disability. It takes elemental exploitation and cleansing ailments to another level.
 * Zade Mines - at this point in the game, players will have access to at least one tank Class Core, Ligtus' Paladin, or Alex's Barbarian as well if they recruited her before exploring the Mines. The Giant Bat, with its multiple attacks per turn, teaches players the importance of specializing characters, suck as having dedicated tanks and healers, in order to take it down.
 * King's Pyramid - the Stone Statue teaches players the last main battle mechanic; barriers. It will replenish its barriers and heal itself often, so players must learn to combine their skills to overpower the boss' sturdiness.
 * The Lost City - players have to deal with two bosses with two separate parties, necessitating the need for leveling other characters instead of the same 6 for the whole game. The Angelic Guardians deal massive, single-target damage based on the target's max HP, so players will have to take advantage of unique defensive skills and mechanics, such as barriers, to survive their onslaught.
 * End of the World - the Ancient Beast and its multiple body parts again reinforces the importance of character specialization. Players should have tanks soaking up the smaller attacks by drawing aggro, while debuffers counter the body's constant buffing and healing of the other parts, and healers should support the party as necessary.

Hard Mode
Each Dungeon also has a hard mode players can challenge. Gathering nodes give more materials each, but the monsters are also far stronger. The boss is also a far harder version of its regular counterpart.
 * Citrus Forest - the Giant Slime is now even stronger and bombards the party with multiple DoTs and party-wide attacks.
 * Mylean Cave - the Giant Snake is now guaranteed to poison on every hit, in addition to a plethora of other ailments. It is also stronger.
 * Spirit Tree - the Wisp of Life has immensely powerful magic, necessitating the use of debuffs, buffs and/or barriers to survive.
 * Fidchel Desert - the Sand Dune is stronger and absorbs the party's HP on many of its attacks.
 * Zade Mines - the Giant Bat hits harder and faster, and has a nearly 100% critical hit chance, forcing players to bolster their defenses beyond standard buffs.
 * King's Pyramid - the Stone Statue hits harder and heals more and protects itself with better barriers too.
 * The Lost City - the Angelic Guardian can hit the party with exactly their max HP as damage; barriers or other forms of mitigation must be up on the party at all times to survive, as well as healing to full every turn.
 * End of the World - the Ancient Beast's body parts all now specializes in different tasks, so players should strategize which to take down first, especially as the other parts get stronger the more of them they go down.