《D.W》chapter 2: set-up
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sorry this chapter took so long, it was because of stuff in my life and the fact i only work on this one when im over stressed by ruby eyes but I digress,
thank you for reading
After my smile fades i look towards the exit corridor and spot the ruined walls and floors, turning back go towards the pedestal before saying to Megan.
"so Megan you said earlier that you could hold 287 monsters but how many monsters are in the dungeon right now?"
She replies immediately with " 1 "
Shocked at this I question her again with " only one where is it ? "
Megan replies with " its right in-front of me known as Ryan colours "
From hearing this I just sag before saying, " so im the only thing in this dungeon at the moment."
"yes"
So this dungeon is 7 years old and it has no monsters with its only trap being a pit fall at the entrance, in despite of this I reply with
"ok then Megan, lets get started, first of all monsters what can we use."
As I say this something similar to the status screen appears. in front of me.
dungeon starting monster breed classes
Reptiles
Beasts
Invertebrates
Demon-kin
lizard
rats
slime
Imp
goblin
cats
spider
undead
snake
wolf
insects
wisp
From the table show its easy to see that some would be easy while others would be extremely hard but in this case there would be two main variables that would effect his decision one was overall strength and the other is spawning rate from the top of the list its spawning rate and the bottom is overall strength
Wisp/Insects
Goblin/Rats/Imp
Spider/Slime
Wolf
Cat/Lizard
Undead/Snake
I listed them like this because of what they are to the situation. since this dungeon has little to no defenses even if the entrance is blocked by ruble the only thing that could be used for defense to us at the moment are monsters but some of the monsters on the list would basically do nothing for defense till they could be powered up so monsters with little to no attack power would be bad while monsters who have high attack would be good, but the high attack type monsters have really low spawn rate so its counter balanced, so with this in mind the best choice would be one that is between the strongest and weakest.
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So the only real choices as a first species would either be spiders , slimes or wolfs.
The spiders and slimes are small and slow but both have large evolution trees that are very strong later on while wolfs is a average in strength and spawn rate but the down side is that their evolution tree is tricky to implement since everything requires a certain situation to occur like for a werewolf it would have to evolve on the night of a full moon and the next version of that requires a blood moon which is like twice a year at most, but it just means its a challenge so after thinking it over one more time I decide on wolfs since who doesn't like a challenge and it would be my way of thanking Francis the dog.
" I wish to select wolf please Megan "
"Dungeon starting monster Wolf selected, because i have been active for 7 years without a dungeon manager that could increase my mana efficiency i already have 510 DP would you like to see the current possible upgrades Ryan?"
Without a hint of doubt i reply with " yes please Megan" because this entire process indicates that this is the first step in many, after a few seconds a new screen appears in front of me.
dungeon upgrades upgrades description DP cost Dungeon mapping dungeon mapping lv2this is the upgrade that dictates the variety of rooms the dungeon can generate. (current: corridors, rooms: small) cost: 50 Trap knowledge lv1 this upgrades increases the amount of trap types the dungeon can generate. (current: hole'o'spikes,) cost: 10 DP dungeon materials lv1 this upgrade is to start producing materials in the dungeon, e.g. iron cost: 25 dungeon floors: current 1 this adds another floor to be used for the dungeon, unless specified the new floor will go downwards. this is immune to the double cost effect cost: 100 per floor. dungeon monster upgrades add a new race add another race from the starting monster race list to your dungeon. cost: 1000 wolf evolution tree lv1 this upgrade allows the usage of other evolution's for your wolf's (gain on upgrade buying; grey wolfs, brown wolfs, black wolfs and the gain on monster variant Alpha wolf) cost 100 wolf tactics lv1 this upgrade increases the effectiveness of the wolfs in your dungeon with the lv1 upgrade allowing them to roam though the dungeon floor instead of being stuck in a single location. cost : 100 wolf pack mentality. this skill makes it so the wolfs will work together more efficiently when taking down a foe by working in groups cost 50 for every upgrade level it would cost double the last levels cost to buy so if a level 1 was 50 DP, level 2 would be 100
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from the facts that we have 510 DP means we can get a lot of upgrades right away. at this time the most effective upgrades are dungeon mapping, monster evolution and pack mentality but other upgrades like trap knowledge, extra floors and wolf tactics will be necessary in the future but for now its not required till we get adventurers appearing at our doorstep.
"For now Megan please buy wolf evolution, pack mentality and dungeon mapping to level 3 please with putting the rest into dungeon materials because in a book I read about dungoneering it said that dungeon mapping at level 3 allowed for 2 key rooms, a dungeon station as well as the nexus which are both extremely useful right now."
The 2 rooms described are basically hubs in a dungeon, one for me and another for adventurers, the station allows me to monitor the whole dungeon easily, while the nexus is the location of the dungeon where the adventurers can work, in this place human golem naturally spawn which are golems made of earth that copy human appearance to act as merchants inside the dungeon but after a set amount of real merchants appear the golems disappear, for this reason I wanted to get dungeon materials so I can sell the materials quickly before the dungeon gets opened to get gold coins because the golems are the only way to get gold early on and since its highest level possible which in this case is level 3 which makes it so Megan can spawn small mana crystals of the earth, light, and dark elements since they are the mana affinity of wolfs, this is also true for the past 2 levels which on level 1 gives simple deposits like salt, coal and clay but level 2 gives metal ores like iron, copper and gold making it super good for early money.
"ok Ryan the upgrades are done how do want to proceed?"
Ireplied with the most logical choice "start with the layout because it was super easy to get to you and I want to add the upgrades to it"
"would you like to see the upgrades you gained, or was it all said in the book?"
"show me for the sake of reference or the chance there could be difference"
"ok then Ryan"
bought upgrades wolf evolution tree lv1 this upgrade allows the evolution's for your wolf's(gained upon upgrade; grey wolfs, brown wolfs, black wolfs and monster variant: Alpha wolf) pack mentality This skill makes it so your wolfs work in groups of 3-5 while hunting in your dungeon, the pack size will consist of only one alpha wolf an a specific type of wolf e.g. grey wolf. due to this skill the variant: alpha wolf can be of any wolf type now dungeon mapping. upgrades gained from level 2; large rooms, treasure room and mine
unique monster room: wolf den upgrades gained from level 3;room size limit removed, trap room, nexus and dungeon station.unique monster rooms:forest room,crag room and tundra room. Dungeon materials. upgrades gained from level 1; stone, marble, salt, coal, sulfer, clay and small quartz. upgrades gained from level 2; iron, copper, silver,quicksilver(mercury),gold, lead and platinum. upgrades gained from level 3; generic mana crystals, light,dark and earth mana crystals, ruby, emerald, sapphire, amethyst and diamond.
Now the real fun starts right now. . .
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