> For the complete documentation index, see [llms.txt](https://fofs.gitbook.io/fofs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://fofs.gitbook.io/fofs/gameplay-1/system.md).

# Level Design

![](https://2613766598-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MlOopf8B0DrCLSZhyXa%2Fuploads%2FKKZLYkr77dLsQzUkfvNB%2Fcover%20white%20paper%20Level%20Design.png?alt=media\&token=8b0939ef-7592-4d6a-bd59-839c5213bbd7)

For each stage, we create difficulty levels with the rank of the dungeon. The main level is split in half with slight environmental differences. When in a high-level dungeon, monsters attack with high damage by the character player. Dungeon Phase, we have dungeons ranking that depends on cleaning every dungeon. When a player cleans some dungeon, they have some material to upgrade characters and weapons depending on the dungeon. We could explain the following:

1. Common dungeon is an elementary dungeon mode that the players could pass, and you could be finding standard material. (between 1 -20 level)
2. Rare dungeon is an accessible dungeon mode that the players could pass, and you could be finding rare material. (between 21 -40 level)
3. Epic dungeon is a normal dungeon mode that the players could pass, and you could be finding unique material. (between 41 -60 level)
4. Special dungeon is a challenging dungeon mode that the players could pass, and you could be finding rare special material. (between 60 -80 level)
5. Special rare dungeon is a night mode that the players could pass, and you could be finding unique material. (between 80 - 100 level)
