Enter prepared, leave together

Eleven major instancesDungeon Progression

Know when each dungeon opens, what to carry, which bosses define the run, and which mechanics should be called before the pull.

Levels 25 to 68Daily visits 5 to 2Mechanic warnings

The useful way to progress

Run the instance that matches your current field band

Dungeons supplement the regional story and introduce party mechanics in a steady level ladder. The eleven major progression instances below each have a daily visit cap. That cap falls as dungeons get harder, from five a day down to two. Story caves and special instances outside this ladder can have different or no caps.

Entry level is not a readiness guarantee

Minimum level only opens the door. Repair gear, bring recovery, know your role, and leave inventory space before entering.

Entry ladder

Major dungeon order

Minimum levelDungeonDaily visitsProgression use
25Vicious Mansion5First structured party-mechanic dungeon
35Immoral Cave5Supports the Fungus and Twilight band
40Heroes Tomb4Midgame party checkpoint
45Vile Champion's Tomb4Pairs with class-Gigas progression
50Bestial Inferno4Major level 50 group milestone
52Crystal Cave, Part 14First half of the Crystal Cave sequence
55Crystal Cave, Part 23Second half and level 55 progression
57Vinemaze3Control and add-priority check
62Void Tower3Curse and life-drain awareness
65Regna Castrum2Long multi-boss gauntlet
68Lake Garden2Water, ice, waves, and phase control
Special-instance exceptions

Lava Cave, the legacy Crystal Cave, Infested Bestial Inferno, Hidden Truth, and several chambers do not use the minimum level and daily visit pattern shown above. Treat their active quest or entrance panel as the authority.

Before forming

Personal preparation

  • Repair every equipped item.
  • Carry HP and resource recovery.
  • Restore Anima health and carry a recovery option.
  • Leave several inventory slots open.
  • Take the access or objective quest before entering.
  • Know whether your advanced class is filling tank, healing, support, or damage.

Before the first pull

Party agreement

  • Identify the main threat holder.
  • Choose who interrupts or controls dangerous casts.
  • Agree on add priority.
  • Stop damage during invulnerability or reflect phases.
  • Do not begin a boss while someone is outside the room.
  • Call resets, deaths, and resource shortages early.

Levels 25 to 50

Early and middle dungeon field notes

25

Vicious Mansion

Boss set: Shadow Maid, Shadow Actress, Shadow Hero, Shadow Footman, Couple of Masquerade, Book Evil, Burning Chandelier, and Ethan Vicious.

Watch for: fear, silence, life drain, strong stun, threat reset, water attacks, and freezing. Re-establish threat after resets and break line of fire.

35

Immoral Cave

Treat this as the first step up from Mansion habits. Keep pulls controlled, let the tank establish enemies, and save one control or recovery response for unexpected adds.

Take the current entrance quest and follow its marked objectives.

40

Heroes Tomb

Expect tighter party coordination than open-field quests. Focus one priority target, avoid splitting the group across rooms, and verify that every quest objective updates before moving deeper.

Keep one visit in reserve if your group is learning and may need to re-enter.

45

Vile Champion's Tomb

Enter with your newly advanced class understood. Tanks should know threat skills, healers should watch positioning, and dealers should preserve control and interrupts instead of opening with everything.

This level band overlaps the class-aligned Gigas quest, so repair and restock between the two milestones.

50

Bestial Inferno

Bosses: Kelkarox and Bacua.

Watch for: supporting adds with healing, plus fear, paralysis, silence, and other disruption. Kill or control healers first. Do not let a support wave reset progress on the main target.

Levels 52 to 68

Upper dungeon field notes

52

Crystal Cave, Part 1

Encounter names: Drillbot, Porterbot, Spider, and Tellus.

Machines and staged enemies reward target discipline. Clear linked support before overcommitting to the largest model, and verify the Part 1 quest state before leaving.

55

Crystal Cave, Part 2

Encounter names: Tenebra.

Continue the same preparation at a higher level. Bring enough supplies for a second-half run instead of assuming Part 1 familiarity removes the need for recovery and add control.

This band also contains upgraded Gigas progression. Do not arrive with depleted consumables from that chain.

57

Vinemaze

Encounter names: Leoverita, Pardi Wizard, Pardi Priest, and Bird of Paradise.

Watch for: binding, earth and fire effects, plus healing adds. Pardi Priests are natural priority targets. Free bound players and move out of stacked elemental damage.

62

Void Tower

Major threats: the zone's principal boss and Succubus encounters.

Watch for: life drain, Heart Break, Curse of Pain, Curse of Blood, and Death Proclamation. Call curse targets, interrupt or mitigate drains, and react immediately to a death-warning cast.

65

Regna Castrum

Gauntlet: Beastmaster, Beast, Hellhound, Magiablade, Dancers, Gigas, Slavemaster, Battlemage, Sniper, Magbull, Dialo, Kirika, Equs, Kapra, Beno, and Perator.

This is an endurance run. Assign ranged and caster priority, preserve supplies, and pause between major packs instead of carrying one mistake into the next boss.

68

Lake Garden

Encounter set: Merman Knights, Mermaid Musician, Time Master, Evil Mermaid, Rose Jellyfish, and Mermaid Queen.

Watch for: armor theft, timed attacks, healing adds, invulnerability phases, water and ice, and repeated waves. Stop damage when the target cannot be hurt, control musicians or healers, and save movement for water and ice zones.

Difficulty tiers

Base difficulty and the +20 level tier

The base difficulty uses each dungeon's listed minimum level, with no added level requirement. The next tier opens twenty levels above that minimum and expects a minimum clear grade and enough prior visits. No tier beyond that is open yet.

Base run

Use it to learn room order, quest objectives, boss tells, and party responsibilities. A clean base clear is more useful than rushing into a harder tier without recognizing mechanics.

Higher run

Return once you are eligible and your group can handle longer fights and stronger penalties. Eligibility depends on both your level and the clear grade you earned in the base run.

After every run

Turn in objectives, repair, sort rewards, restore Anima health, restock consumables, and confirm the daily visit count before the party queues again.