A dungeon is itself a single organism, but it is considered a single dungeon, including not only organisms and demons that inhabit it. In that sense it should be seen more as a symbiotic system like a coral reef than as a stand-alone organism.

[Occurrence of dungeons]

When a dungeon seed reaches a place where magic or magic vegetables accumulate intensely, it germinates and grows there to become a dungeon. Caves, abandoned houses, ruins, etc. are often dungeons in the sense that magic or magic vegetables are easy to accumulate without being scattered. At the same time, at least one entrance or exit is required because of the need for dungeon seeds and dungeon "bait" creatures to enter and exit from outside.

[Dungeon Growth]

Germinated dungeon seeds strengthen the surrounding ground and walls to retain their own reproductive environment, creating so-called "walls of dungeons that are difficult to destroy" (described later). Dungeons absorb and grow the surrounding magic and magic vegetables from the body surface, or "walls of dungeons," so the larger the area of the dungeon walls, the more efficient they are to absorb. As a result, dungeons begin to form a large number of complex branches and cabinets as they grow. This is similar to the fact that the interior of the lungs of terrestrial animals is structured with complex irregularities to increase the efficiency of gas exchange.

The dungeon's bait is magic, but it often absorbs it in the form of materialized magic vegetables rather than directly absorbing the released magic. The dungeons are mainly obtained from the corpses of animals and monsters using the magic vegetables. For this reason, corpses left in the dungeon are greedily absorbed by the dungeon and no corpses remain in the dungeon. The same applies to leftovers and excreta. However, the dungeon does not absorb corpses while animals and monsters symbiotic within the dungeon are eating them. This appears to involve magic fluctuations emitted by animals during consumption, but details have not been confirmed. In other words, no organic matter other than organisms can exist in the dungeon (the exception is food and clothing in human possession, but it is not normally possible to store food in the dungeon). Thus, the environment in the dungeon is in a certain sense clean and hygienic (except for parasites of dungeon symbiotic beasts, etc.), and in the past nobles have used a painting in the dungeon as a summer shelter due to the lack of rats and flies to eat or target filth.

A somewhat grown dungeon seed forms a strong crystalline shell to protect itself, but this is what is called a dungeon core. Dungeons that have reached the stage of forming the core become quite intelligent and magical, and are generally recognized as dungeons from this stage.

[Dungeon wall]

In general, dungeon walls are treated like synonyms for indestructible things. In fact, this wall - regardless of how (or not) the original material is - is all extremely hard, but it is believed that the indestructibility of the dungeon wall is greater than the physical strength and is based on the nature of the dungeon's immediate absorption of the energy given to it. In other words, if a dungeon wall is attacked by magic, the magic will simply feed the dungeon, since the kinetic energy will be absorbed by the dungeon immediately if a physical blow is applied. This ability, which was inherently the dietary capacity of the dungeon, is considered to have been converted in a secondary way to the objective of strengthening the dungeon walls.

[Dungeon Monster]

Magic or magic is a must for dungeons to grow, but the dungeons themselves lack the ability to procure these from the outside. It is the animals and demons that inhabit the dungeons that assume that role, and these are called the symbiotic beasts of the dungeons in bulk. The dungeon provides a safe place for them (Sumika), and instead the animals and demons take the hunted prey back into the dungeon, where the dungeon absorbs the magic vegetables released as they eat and excrete. Let's say dungeons and dungeon monsters build symbiotic systems that trade dwellings and bait to each other.

It should be noted that leftovers, corpses, etc. are also absorbed into the dungeons, but the demonic stones produced by the demons in the body, or metal weapons, etc. take a little while to absorb depending on the material (usually within ten seconds for dungeons with cores). As a result, if the demons are killed in the dungeons, the corpses appear to have disappeared and left behind demonic stones and weapons. This is what is commonly called a "drop" phenomenon.

[Dungeon Master]

As the ecology of the dungeon becomes apparent, those who not only live within the dungeon, but actively use the dungeon's abilities to try to become it emerge. Instead of entering into a kind of contract with Dungeon Core and having some control over the growth of the dungeon and the behaviour of the dungeon monster, those with the skills to streamline the dungeon's feeding activities and contribute to the dungeon, without fear of misunderstandings, are referred to as Dungeon Masters. Dungeons and dungeon masters are not inseparable, but may all be predominant and obedient depending on the power relationship between the two. However, few strong men have bothered to pull into dungeons so that they can become single, and as a result, few dungeon masters leave the dungeons.

From the Dungeon Master, man is only the bait of the dungeon, and from the human side, the Dungeon Master is a crusader. Many of the dungeon masters are therefore hostile to human society, and in one way or another many are demonic. Despite this, the people make up a small proportion of the dungeon masters.

[Stampede]

Large numbers of dungeon monsters spill out of the dungeon simultaneously is sometimes referred to as "stampede". The following are considered causes of stampede:

1. When the size of a dungeon increases, the dungeon master may release the dungeon monster outside for the purpose of efficiently harvesting the necessary magic vegetables. In this case, the Dungeon Monsters bring the bait back into the dungeon (even if not all individuals), thus limiting the scope of their activities. As a result, the impact on places far from the dungeon is limited.

2. Sometimes the Dungeon Master releases numerous Dungeon Monsters with some intent. In this case it is mostly hostile and strategic intent, not interests as a dungeon or dungeon master, and is therefore most dangerous as a stampede.

3. Although rare cases, stampede may occur with dungeon nest splits. The dungeon seed produced by the dungeon core often spreads into new places drifting in the wind. In this case, it is unlikely that the dungeon seed will grow into a new dungeon with a good end. However, if the dungeon core "entrusts" the dungeon monster with releasing the dungeon seed outside, the ability of the dungeon monster to move and explore makes it dramatically more likely that the dungeon seed will reach (as far as) fertile ground. However, there are not many Dungeon Monsters to be unleashed at this time. Even when more than one "host" monster in a dungeon seed is unleashed, each of them turns to a different side, so it is often not a slight threat.