Dungeon Gauntlets are solo, level-banded instances in private Horlais Peak BCNM areas. Trusts are allowed. Each run has three waves of three enemies followed by a boss, for ten enemies total.
Entry rules
- Maximum players: 1
- Trusts: allowed
- Subjobs: allowed
- Time limit: 30 minutes
- EXP loss: disabled
- Main-job level must be inside the selected bracket
- A character above the maximum level cannot enter that Depth
- Three private arena areas can run simultaneously
Level brackets
| Depth | Eligible main-job level |
|---|---|
| I | 10-17 |
| II | 17-26 |
| III | 26-35 |
| IV | 35-44 |
| V | 44-53 |
| VI | 53-62 |
| VII | 62-71 |
| VIII | 71-80 |
| IX | 80-89 |
| X | 89-99 |
Shared boundary levels are intentional. For example, level 17 is eligible for both Depth I and Depth II.
Encounter flow
After entry, the first wave arrives in ten seconds. Clearing a normal wave starts a five-second intermission before the next. The fourth wave is the boss.
Regular enemies use the player's current main-job level. Their scaling is:
- HP bonus:
35 + 10 x Depth - Attack bonus:
10 + 2 x Depth - Defense bonus:
10 + 2 x Depth
Boss scaling is:
- HP bonus:
150 + 25 x Depth - Attack bonus:
20 + 3 x Depth - Defense bonus:
20 + 3 x Depth
Each Depth rotates three regular families and a distinct boss. The 33-family shared catalog progresses from rabbits, crabs, and lizards through demons, Dullahans, Ironclads, Behemoths, Cerberus, and Shadow Dragon, using the matching TP moves for each family.
Direct gil rewards
Normal monsters and bosses suppress normal drops and normal kill gil. Each defeat awards direct dungeon gil:
- Regular enemy:
750 + 75 x player level + 200 x Depth - Boss:
5,000 + 350 x player level + 1,000 x Depth - Clear bonus:
10,000 + 750 x player level + 2,500 x Depth
The Warden tracks lifetime dungeon gil and total clears.
Other rewards
- First clear Boss Essence:
2 x Depth - Repeat clear Boss Essence:
Depth - First clear Renown:
15 x Depth - Repeat clear Renown:
5 x Depth
Boss Essence is the primary dungeon-to-forge progression bridge.
On a loss, the Warden reports bounded attempt duration, the highest wave or boss phase reached, and the Field Instructor's Dungeon/Trust preparation route. The recap is presentation only: earned direct gil remains governed by the normal Dungeon rules, while clear rewards and progression remain unchanged. Manual exits do not print a loss recap.
Design intent
The upper-level lock preserves each bracket as real content rather than allowing a level 99 character to farm every low-tier reward without risk. Direct rewards avoid interactions with the global mob-gil formula and 1.5x drop rate. Hard, Extreme, and Mythic progression now lives in the separate level-99 Apex Expedition battlefield so the level-banded Dungeon rules remain stable.