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Dungeon Abilities

After Tyr answers me a message follows and I finally decide to check my status as the bosses and Tilly enter the core room.

[Tyr Zore has Submitted herself to the dungeon and joined your ranks!]

[Dungeon level up! Level 5 achieved! Requirements met! Dungeon Core Kyle may now unlock dungeon abilities! Dungeon abilities are various special skills or options for dungeons that can have various uses, from increasing the evolution chances of mobs to creating actual environments and scripted events within the dungeon. Do you wish to place a zombie in your floors that can become an ally of the adventurers? Are you interested in creating veins of ore and gemstones within the walls of your dungeon? Perhaps making teleportation portals available for adventurers to quickly reach or retreat from floors is your wish? With the right ability all this and more are possible! Good luck Young Core!]

[Dungeon Core Kyle may choose three of the following abilities to add to his dungeon!]

Critter Comforts- Dungeon releases an attractive scent that lures wildlife into it. Upon entry the creatures are lured to randomly spawning sites filled with random food and nest sites allowing wild creatures to create homes within the dungeon. Wild creatures found by adventurers will defend their new homes and upon death the dungeon shall receive the loot and blueprints.

Power Leveling- All adventurers will receive 25% more experience from dungeon mobs and bosses while also having a 10% chance of better drops. All mobs and bosses receive 25% more experience per killed adventurer/invader and a 10% chance of gaining new skills from enemies. This buff only works against a single party per day for dungeon mobs to balance their growth.

I'm a Boss!- All bosses regardless of sentience gain the ability to leave the dungeon to explore. Bosses defeated outside of the dungeon will now lose levels or skills instead of permanent death but will also suffer an extended respawn. Bosses may not go below level 1 and cannot lose innate racial skills.

All that Glitters- Dungeon gains the ability to create veins of minable resources within the dungeon. These may include Ore, Gems, Minerals, Plants, and Natural Magical items such as soulstones or elemental infused items. These items must be obtained to a certain mass before unlocking the ability to spawn a vein, and all veins have a max amount that may be harvested weekly before despawning. respawning of these veins are determined by the quality of the resource and level of the dungeon.

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.

Represent!-The dungeon may choose a single mortal to give their unique blessing to. This mortal will experience extreme growth within the dungeon and they will be spared death(but not injury) from the mobs and bosses within. In exchange the dungeon has the ability to communicate with this mortal as well as give quests and rewards to them. The Mortal will always know where the dungeon is in the world and have a sense of where to go to find it. The mortal may always act as the dungeons representative if need be.

'Tilly!!!! We have stuff!!!! Help I can't decide!!!!' I yell in panic as I can't choose which three I want for myself. I mean their all so strong and could help me in so many ways!!! But what if I choose baby's and I only get castyr or if the leveling one makes the people to strong and my mobs can't keep up!!

"Calm down Kyle and relax. We actually have a unique option here since we have someone who used to be an adventurer kind of. Tyr out of these options which do you think would be best?" Tilly asks to the still shocked Blood Bather. As she looks around and see's expectant faces she takes a deep breath and squints at the words projected against the wall for the group to see.

"Umm...this is new, Couldn't read before but I understand all of this. Ok! So the Power leveling will definitly bring people here, and most dungeons have this type of thing so I think that should be the first. I'm a Boss! I think is second only because I think a dungeon losing it's bosses would mean they're defenseless and since I live here now as well it would be nice to know if we get into trouble outside it won't be permanent. Finally I would choose Represent! because I've heard the the dungeon chosen before. They're extremly powerful people or creatures that can grow to ridiculous levels of strength quickly. But they also bring an extreme amount of wealth to the dungeon because rumors tell that if a chosen kills a monster outside of the dungeon there's a chance it can appear as a mob inside of it. That's also the case for new places they've seen or things they've learned. It could help make this place alot stronger and give us a person we can use outside the dungeon. Tyr explains as we nod our heads along with her before Tilly tunes in.

"What about Familiar Tune or the All that Glitters options? The Critter comforts and Baby Boom could be great to so why not those? Seems your focusing on a more exploration approach versus benefitting Kyle." She asks somewhat menacingly before Tyr glares at her with a wicked smile.

"Might seem that way but before I joined the bandits I was a party member of a small group and we hit dungeons regularly. Without that exp boost this place will only be able to grow so fast, yes it powers up the adventurers but you forget that it also helps the mobs learn and that's where the challenge and fun of a dungeon comes in. If a castyr or a bat suddenly learns to cast a fireball or use healing magic then that means a surprise to the next person who faces them instead of the same boring fight. The immortality thing is selfish yes but also a safety measure because I've witnessed small dungeons lose all of their bosses. Without the boss they become to easy to farm and sooner or later they're spending more on respawning basic stuff than what they're receiving. Eventually an adventurers guild or rich noble will put in a request and that dungeon core will be removed. The familiar is also usually captured for study but a living familiar has never been removed from the dungeon with the core, and if its kidnapped then a war can break out where the dungeon can mass attack whoever stole their familiar. Seen it happen twice and its terrifying, especially with insect and dragon type dungeons. Anyways this way Kyle won't lose any boss regardless but they will get weaker, and in that case her can just swap one out for a backup if he has one until the original is back up to stuff. The last is because I remember a chosen from when I was a kid, it was a troll but instead of being stupid and savage he was a gentle creature with great strength. He recommended the dungeon to my older siblings saying that the dungeon was looking for a worthy test and would reward them. And it did with gold and armor and an epic rarity weapon. We NEED someone who can fight for us and help us that isn't stuck returning here after a day or two. Happy?" Tyr rambles on, barely taking any air in as her voice gets angrier and more indignant.

"I am, it'll be nice to have another intelligent woman here to help me make decisions! Good work Tyr and from all of us I welcome you to our home." Tilly says with a smile and a nod towards me as I select those options and feel new energy coursing through my core. With this power and our new deal with the bandits I can feel new a new drive to create and quickly begin immersing myself in restructuring the dungeon.