《The Forgotten Gods》Chapter 198
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After a few hours of real-time crafting and selling to the dungeon, I had gotten the 45 gold. The buyback with the dungeon hurt my soul some. If I had brought items into the dungeon I had made outside, I would have gotten more from the sales. However, the buying from the dungeon upgrading and selling back netted me very little. The only thing that I had going for me was that it took so little real-time.
While I could and would work on the projects for hours, there was only so long that I could craft at once. After that, I needed to be up and moving, and I needed to think of things other than putting the proper runes in place or funneling mana into the necklace. I might be single-minded when it comes to many things, but even I could get bored without enough variation.
That variation came through working my way through the dungeon heart’s training. I needed to know more about it, and I needed to get full access so that I could make more things. I wanted to leave to go find Lannah and finish figuring out what was going on with me. But I didn’t want to leave everything I had gained behind for that girl that had been sent to help me.
The Traps training in the read-me file was about what I had expected. Traps cost to build, but they were based on what the dungeon knew. That knowledge came from the minds of the Minions of the dark ones that it defeated. It also came about as those who were in training talked about the traps. If they were in the safe room talking to Dave about traps, then he would get a surface scan of the ideas, which would then go to the dungeon. When someone else would go to another dungeon, they would take that info with them and pass it along as part of the Dave info.
If a trap maker died in the dungeon, then the traps that they knew how to make would be added to the dungeon. Ones they had seen would also get added in as things the dungeon could research how to build. Also, as the dungeon was meant for training troops against the dark ones, there were defensive floor options. These floors would give a deliver a count down on how long they had to prepare, and then the Targets would start to attack. The defensive levels let the dungeon learn new traps, which it could then add in on the standard levels.
Construction taught me how to move and build walls and tunnels. I could adjust the whole place one wall at a time, or I could use templates to lay things out. One of the nice things, however, was that there was an automated growth option that was currently the default until I went through all the pieces of training.
Right now, I could make changes to the existing floors, but I couldn’t force a new one or remove one. This is because I didn’t have access to those things. However, once I did get access, then I could go as far as plucking a memory out of my head and having a floor match that spot. So any grand buildings I ended up visiting I could use as a base. I could even, in theory, have it pull buildings I had been to on Earth and use that as the base.
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Building tunnels could be done with direct power, or I could create non Targets that would dig and build things. I could have a whole host of non-targets doing things on the floors to make them bigger or change the layout. I could also have targets do that, but not all targets did well at digging.
Power management was the fun one. I was glad to see that it was on auto because there were so many things that could adjust it. Each trap or target took Dungeon Power which wasn’t utterly standard mana but also wasn’t mana. That DP could be used to create new traps or to create and keep active targets. If a trap was destroyed and not just used or deactivated, then it cost more Dungeon Power to recreate it.
I could adjust the air or water flow on each floor. But it wasn’t just that water and air cost DP to keep fresh. If I wasn’t pumping air into a level, then it would slowly turn stale and perhaps harmful. Same with the water well, all liquid. If I wanted lava, we could have it, but it needed DP to keep it powered unless I had natural lava, air, or water.
Creating a wall cost DP, and so did moving it. Having a target or non-target dig only cost the amount that making them did. However, they were much slower and wouldn’t always do what I wanted fully. In addition, they wouldn’t be able to get around natural problems like just using DP would. So if I sent non-targets digging, they could hit the river and flood the whole thing. While I could just use DP to create a tunnel that somehow moved through the river without changing the river. Then on the other side, like the non-targets, dig again.
Non-targets could also create power through the stuff they dug/ ate. Targets couldn’t get rid of matter, so they wouldn’t be able to produce energy; however, they could build a fort or maze, or trap where the non-targets were only digging or making walls.
If somehow I got the dungeon too big to sustain itself on the ambient mana, then it would start to shut down non-vital parts. It would begin with my quarters and then the non-targets. After that, it would move to the safe rooms and then rewards. Then it would slowly start to shrink until it could maintain itself again.
While the dungeon counted the hours that I was in the safe room as actual hours, I couldn’t keep going back to the heart to get more info. I couldn’t handle it so quickly. It felt like three days, but it still felt like three days of all-day classes. My brain needed a rest so that I could understand what all it meant.
I had finished getting the ring from Dave and dropped a core in it. I wasn’t overly sure was needed or not, so I just rolled with it.
Item core created
Ring of Warning
Level 1
Max level 12
General
Showing up in all gold.
Arn’s Ring of Warning
Level 0
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Type item core
Class Ultra Rare
Durability 100/100
Arn’s ring of Warning. Like all rings this band sits on a finger providing a display of wealth or importance. This ring having a core will level as will its abilities. As this is an item core it can not reproduce itself.
>Growth
To level your Ring you must provide for it proper care and material.
Gold 0% Mana 0%
>Traits
These are the abilities or traits that your Weapon has.
Durable- Your ring is durable, it will not wear out from normal wear. Durability will only decrease with targeted attacks. Compulsion Warning: When the wearer is being effected by a compulsion the band will contract slightly to cause mild pain. This pain will increase the longer the wearer is under the compulsion. Compulsion resistance: 5% chance to resist a compulsion of level 20 or under outright. Adjustable size: This ring adjusts to the size finger it is put on.
It had been a while since I had opened up my full Status menu to take a look at how I was doing. My skills had been toping out and so while I wasn’t getting levels for using them I was getting a deeper understanding of what I could do with them.
Current Experience: Held
Total Experience: Redacted
Level:0
——
Name: Arn
Race: Wild Human Shaman [5]
HP:30
SP:48
MP:40
Defense:1
—
Titles
Dungeoneer (Team)
+1 Vitality every Primary Class level +1 Wisdom every 5th level of Secondary Class
Dungeon Master
Owner access to owned dungeon. Unaging in all dungeons. Neutral standing in all other dungeons that are not owned. Dungeon sense Passive: feel a draw towards dungeons within 10 miles Active: See through dungeon misdirections 5 mana per hour
—-
Primary Class: Enchanter*
Secondary Class: Linguist* (Ancient Languages)
—
Strength: 17*
Dexterity: 17*
Intelligence: 8
Willpower: 19
Vigor: 16
Vitality: 15
Wild Humans have a plus 3 to strength Wild Humans have a plus 2 to dexterity Wild Humans have a plus 2 to all survivalist and warrior class skills Wild Humans have a negative 3 to all Language skills and can not start as the linguist class Wild Humans have a negative 1 to all Magic class skills due to low intelligence and cannot start as a enchanter class because of linguist issues Wild Humans are all illiterate
—
Abilities
Poison Resistance 0
—
Racial skills
Spear** 7 Locked
Survivalist** 7 Locked
Tracking** 6 Locked
Goblin Death Dance 10
Gremlin Death Dance 17
Skeleton Death Dance 20
Primitive Runes 19
Ritualistic spell casting 18
Ritualistic healing 13
Animal empathy 20
Plant empathy 20
Ritual Cleansing 6
Ritual Prayer 9
Ritual Fire 6
Ritual Remembrance 10
Primary Class
Enchanting 20
Script* 0
Ink making 19
Etching 20
Power imbuing 20
Socketing 20
Secondary Class
Ancient languages* 0
Non class skills
Hiking** 20
Climbing** 20
Primitive tool** 14
Natural Shelter** 15
Earthen Construction 17
Spear Fishing 20
Primitive cooking 17
Herbalism 19
Stone Knapping 12
Staff 20
Taekwondo 20
Running 20
Fitness Training 20
Tumbling 20
Rope making 17
Basket weaving 10
Primitive Tailoring 8
Trap 20
Conditioning 18
Escrama 15
Iaido 9
Nunchaku 5
Ki Focus 20
Swimming 18
Pole fishing 2
Net fishing 2
Mathematics 18
Throwing Knife 20
Paddling 13
Archery 20
Over Imbueing 20
Short sword 20
Combat Acrobatics 19
Redacted 75
Redacted 75
Dungeon Lore 7
Spear throwing 15
Long Spear 15
Short Spear 15
Dual Wielding Dagger 15
Dagger 18
Off-Handed short sword 5
Living Runes 8
Tree Climbing 7
*due to Wild Human starting restrictions of being illiterate this skill can not advance until Intelligence is higher then 12
** Racial Bonus for Wild Human, effect levels of all Survivalist class and warrior class skills plus 2
Racial skills of Wild Human that are not part of your racial class are now locked. Further racial class change may unlock these skills for progression in the future.
Spell/Level/Mana cost/ Cast time
Communication spells
Beseech a greater knowledge** 1/50/45 seconds
**Once per day powered by sunlight
Healing spells
Minor healing 1/8/5 seconds
Fire Spells
Fire Fist 1/2-20/.5 seconds
Shaman magic
Stone to dirt 1/20/5
Start fire 1/20/5
Call rain* 1/20/5
Growth 1/20/5
Lay to rest 1/40/5
Fire Fist 1/2-20/5
*works only if there are clouds in the sky. The closer the clouds the stronger the rain.
Necromancy Spell
Raise Skeleton 1/5 per 100 pounds/4 seconds
Turn Zombie 1/3 per 50 pounds/7 seconds
Steal Health 1/3 per health pt/3 second
Festering Wound 1/2-10/1 second
Drain Mana 1/2/3 second
Claim Undead 1/1 per level of target/4 seconds
—
Faith
Order: 190
Chaos: 167
Bards and Summer Beer: 17
Treants and Dryads: 3
Redacted: Redacted
—
Familial Contracts
Lannah Dreamweaver
HP 80/80
MP 362/394
Familial Contract: (Lannah Dreamweaver) (20o miles North by Northeast of current location)
Lannah Darkweaver offers access to her full mana pool and all duties of a Familial Contract per custom for the following:
Your Family name once found or earned to be hers and those of her children
Protection granted as able from all who wish her harm per custom
1 blank core from The Necklace of Cores per month of contract
4% of all earned experience until you reach level 10
.5% of all experience earned after you reach level 10
Everything that I had been using was going up, which was great. But the two things that I saw that got me thinking was that I had no way of seeing what my stats were with my bonuses for my equipment. The other was in my status; I now knew the direction of Lannah. Now I didn’t know if it rounded or if it was the exact distance. With it being an even 200, I was guessing that it was a close distance. While helpful here might not be so helpful once I got to town.
* * *
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