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Calm Before the Storm(Ability Choices)

'So looks like killing those boss creatures, the bandit leader, the avatar, and winning an invasion leveled me up enough to get new skills. Shall we choose some new skills?' I ask excitedly as the seriousness of the invasion is thrust behind me.

Watching Till smile and nod I bring up the list of new skills from level 20 and start reading through my new choices.

{Congratulations Young Dungeon Core! Level 20 and so soon! Be proud of your feats!{

{Passive Dungeon Abilities that can be chosen: 3 Combat Abilities:2}

Baby Boom!-Mobs will now slowly breed over time reducing the need to respawn or create mobs. babies created this way are born completely sentient and have a higher chance of evolution or mutation when born. These creatures are still confined to the dungeon until they become complete adults, at that point they may choose to stay or migrate from the safety of the dungeon. Until that time they are treated as normal mobs.

Familiar Tune- Your familiar gains the ability to speak with wild beasts and non intelligent creatures. This allows the familiar to attempt to recruit or negotiate with creatures ranging from living plants or golems to wild beasts and monsters. Familiar keeps this ability active as a passive ability even outside of the dungeon.

Spooky Scary Skeletons- The dungeon will passively produce a skeletal workforce from the bones absorbed by its prey. These mobs are randomly classed and may prove beneficial or disastrous upon creation. Each skeletons base race is random as well as the amount of sentience and alignment. Workforce cannot be used as a dungeon mob but may be promoted to boss class and may be used as fodder in invasions or wars.

King for a Day- The dungeon cores avatar is granted a royal title and the ability to command all within their region for 24 hours. If opposing royalty is present those in the region must choose a side to obey and be ruled by. If battle is had between both sides and the avatar wins they may claim the losers title, possessions, and citizenry.

Familiar Feeling- Your familiar will slowly begin to relearn skills from their past life as well as professions and vague memories. All skills can be used by the familiar on all inhabitants including the dungeon core. Skills that cause harm or negative effects on the core will be disabled.

Village Life-You may take over a set area outside your dungeon entrance and claim it as dungeon owned land. This allows your mobs, bosses, and growable species to expand outwards. This space is designated as a neutral zone allowing adventurers to mingle with your inhabitants. Over time villages built in this area will be consolidated into the dungeon allowing the village to be transported with the dungeon, this includes all being living within.

Combat Abilities- Choose 2

Tub-thumping 2- The dungeons core is placed in the center of a boss class elemental golem. Golem is given a random selection of abilities from all boss monsters in the dungeons active roster. This ability automatically activates when adventurers or other hostile forces attempt to attack, steal, or cause harm to the dungeons core and is a purely defensive ability. This ability has been modified with the following effects. The golem is ranked at the highest class of boss you currently own. Boss golem will be constructed with materials from dungeon inventory, spawns only. Ability to use golem and form golem takes can be determined by core. Golem can move within dungeon but cannot leave dungeon owned areas.

The Monster Mash- The dungeon can choose to combine all living mobs on a single floor into an amalgamation of the combined species. This can result in a temporary creature of unparalleled might or a miserable creature whose existence equals pain and suffering.

The Forest- Due to the emergence of a grove master and a large enough colony of sentient civilized flora monsters a defensive living forest can be activated upon entering the core room. The core will be randomly teleported away from the invaders as a forest is instantly grown based on the flora creatures present for example if a Kelp creature was the only species a forest of kelp and seaweed would spring forth. The Forest itself poses no threat but traps and predators are added based on species within the colony. All combat abilities may be used in conjunction of The Forest.

{Congratulations Dungeon Core! You have defeated your first proper invasion and grown stronger from the blood shed! As a reward you may choose 1 of the following 2 War abilities.}

Fog of War- Your enemies cannot map your dungeon owned areas unless they themselves have explored it or received a map from a survivor.

The Hounds- You may create spectral hunting hounds that track a designated enemy. Hounds are only useful for tracking and will die upon taking damage. If a hound finds its target it will disperse and a tracker will stay on the target for 24 hours or until target is found/dies.

'I know which abilities I'm choosing this time Tilly. You'll prolly be mad since they're not the most dungeon helpful but I know what I want this place to turn into I think.' I say as Tilly pouts before choosing Baby Boom!, Familiar Feeling, Village Life, Tub Thumping 2, The Forest, and Fog of War.

Watching the rest of the choices fade from sight I mentally nod at my choices before looking at Tilly and seeing her wiping her eyes with a happy smile. Looking around the room I activate Tubthumping 2 and laugh at the gasps and shouts of surprise as a body of Dungeon Earth, Bones, and rusted metal slowly combine to create a vaguely human body around my core. As the golem finishes forming everything goes dark before I open my eyes and look around in a daze before taking my first new steps.....and toppling over before making an indent in the ground before me.