《Trash Mountain Dungeon》 Ch.01 It had been a long night for Albrecht Von Shultz, and waking up in a grime-covered, trash-covered wasteland was not exactly helping his mental health. To add to the fact, it seemed as though he had been stuffed into a glowing crystal ball with nothing more than a disturbing amount of detachment and little information or even context as to why he was here, in a junkyard of all places. When I had first awoken, I immediately panicked, I couldn¡¯t feel my bed, much less anything else, it was as if I was floating on nothing, not even air, and even if I had fallen off the bed, I would at least feel the cold floor of my room. But when I opened my eyes I found my current predicament was far from what could be expected, here I was in some massive cavern covered in trash, with the system screen you would see in oh so many games and shows.
| New Core Beginning Sequence [Translating]... You have been transformed into a [Infant Dungeon Core] Your purpose is to assimilate [aether energy] into usable [mana] Entities will seek you out to consume or enslave, build up your defenses to stay safe. Attract living beings to consume to grow, soul bearing beings do not need to be slain for growth to occur. Choices will come periodically based on actions, both past and present. Special Dungeon Points (DP) will be awarded after special tasks are completed. Many Choices pending decision. This is not your original world. |
| Loading... To build a dungeon the dungeon core will designate an area for building, all non-exotic matter within will be broken down to reduce building costs when applicable. The core may verbally state their desire or mentally command it to happen. Available buildings are presented based on core choices (Theming, monster variety, etc) Special rooms may be purchased or designed with the use of DP. |
| Error Building not possible until several choices are made. Several require other choices to be made before they themselves can be. Necessary choices: Dungeon Theme (0/1) Primary Monster type (0/1) * Requires theme Critter Type (0/3) * Requires Theme Construct Core Room (0/1) *Requires theme |
| Loading... |
| Elementalism Form a connection with the Elemental Nexus to gain access to the elemental plains for various purposes. Unlocks: Magical elements for theming Elementals for summon for creation. Dungeon and challenger rewards focused on elementals and related. Grants the core and its creations a resistance to the elements of magic. Mid to high cost of growth and maintenance. | Bestiary Attract and create both magical and non-magical creatures to aid in your defense and growth. Unlocks: Nature and animal theming Animals, both existing and designed are available for creation, cost will vary. Will allow creation of beastly monsters at various stages. Dungeon and challenger rewards focused on nature and animals. Grants the core two additional critter slots and allows the usage of critters as non-enhanced combatants. Low to mid cost of growth and maintenance. |
| Constructs Obtain the knowledge and ability to create artificial constructs for both defense and offence. Unlocks: Construct Workshop theming. Various construct types for creation If you stumble upon this tale on Amazon, it''s taken without the author''s consent. Report it. Dungeon and challenger rewards focused on constructs and related. Grants the core the ability to specialize and customize constructs, costs will vary. Mixed cost of growth and maintenance. | Umbral Partner with the umbral forces of this world and beyond to create and summon undead creatures, dark aligned monsters, fel sorcerers. Unlocks: Dark foreboding theming. Various undead, fiends, and shadow type monsters for creation or summoning. Dungeon and challenger rewards focused on umbral and related. Grants the dungeon the [Miasma] passive ability, creates a toxic miasma that can be expelled from dungeon entrance, does not affect umbral or celestial creatures. Mixed cost of growth and maintenance. |
| Celestial Beseech the orderly, if alien, powers above this and many other worlds. Unlocks: Several different sub-types of celestials may be taken as a theme. Celestial type creatures and constructs may be summoned after theme focusing. Dungeon and challenger rewards focused on celestials. Grants the core the [Divinely Marked] title, grants immunity to enslavement or consumption but reduced growth opportunities and progress by 50% Extremely high costs of growth and maintenance. | Chaotic Embrace the random and eroding powers of chaos, taking away choice but giving every other opportunity. Unlocks: Amalgam Theming. Amalgam creatures for creation. Dungeon and challenger rewards will have no distinct focus, but all will contain the [chaos] element. Grants 200% growth progress and increases opportunities, but the core will have any choice they decide on be given a random twist. Cost of growth and maintenance varies. WARNING: The [chaos] element can cause [planar erosion] and will attract incursion forces from the [Prime Material] as well as the adjacent realms, choose at your own risk. |
| No. |
| Mana Production Stored (100/100) Production: 1 per hour Construct a dungeon core room to increase capacity. | Dungeon Points Stored: 10 Production: 1 every 30 days Complete essential tasks to gain more DP. |
| Allowed At the first level of each theme the dungeon core will gain access to the basic theme items, buildings, and creatures. Basic example has been permitted, -1 DP |
| Mephit* A young and weak elemental mephit, can use [Fly] and [Elemental bolt] *Mephits come in a variety of elements Creation cost: 25 mana *Once summoned elementals are self-sustaining. | Stone Wolf A well-known danger to cattle and fringe settlements, typically lives in rocky environments and goes down to forests and plains to hunt. No special abilities outside of its normal physical capabilities Creation Cost: 15 mana, 1 pound of food per 24 hours* *Dungeon born creatures require less sustenance but still require a small amount, additionally it does not matter what kind of food as they lack any food preference. | Clockworker A simple and easy to maintain construct, capable of performing a variety of tasks aside from those involving magic. Can use [Self-repair] Creation cost: 15-100*, 1 pound of scrap* *Cost varies with customization, additionally, constructs require a steady source of material to maintain themselves, especially for damage repair. |
| Lesser Undead 1* A variety of weak undead, dangerous in groups or when coordinated properly. Undead can use [Grave Strength] Creation Cost: 2 (with remains) 6 (without remains) *Creating an undead without physical remains will cost 3x more mana, some undead require specific types of remains. | Blessed Vessel A tall wooden mannequin that contains the smallest amounts of celestial power. Can use [Lesser Turn Umbral] and [Minor Heal] Creation Cost: 90 mana, 5 mana sustained* *5 mana will be deducted form your hourly production, without the required production the mana will be taken form stores, failing that the doll will enter a dormant state. *Sustained creatures pull from you every 24 hours. | Randomized Amalgam An amalgam if chaotic energies and flesh, this creature is the smallest expression of [chaos]. Can use [Choatic Aura] Creation cost: 25-50 mana*, 5 sustained *Final cost will be determined by the "twist" when creating this creature. Will be no more than 50 mana |
| Acknowledged, would you like to learn more about [Constructs]? |
| Constructs Artificial entities originate from a variety of sources. Available types: Magic Constructs, focuses on the formation of magically formed entities and items. Biological Constructs, focuses on growing and evolving biologically operated constructs. Mechanical Constructs, focuses on building and adjusting machine constructs. |
| The dungeon core will decide on a beginning low-level monster type to obtain, this monster type may be constructed from any of the three previously stated types, however, costs will vary. Additionally, each tier of growth will grant the opportunity to begin specializing in each type, however, base-level access to each will be retained regardless of specialization. |
| Monster types available to Constructs. Beginner Constructs 1 |
| Negative, the first level of the constructs theme does not offer multiple types of monsters as constructs exist in too wide of a range to be categorized individually. Beginner Constructs 1 gives access to simpler constructs of all three types. Starting with the next tier of core growth, the dungeon will be granted more specific options to choose from, for now only general options fitting within the chosen theme will be given. |
| Critters Despite being non-combatants, critters serve two primary purposes, ecosystem development, and ambiance. Critters cost no mana to make and maintain, and lack a population limit but are normally incapable of combat and serve a singular purpose in the dungeon typically. |
| Rust Rats Small, quick, and very smart, rust rats are a common sight in areas with high amounts of metal. Used often by prospectors to find metal veins with great precision. Edible to challengers. Small | Stonelings Insignificant constructs made from ambient mana from greater constructs. A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation. Can be consumed to repair other magical constructs. Small | Lichenthrope A unique species of lichen that is capable of producing mobile offspring that will eventually settle down and begin producing more lichentropes. Both the stationary and mobile states can be consumed by dungeon dwellers and challengers. Small |
| Copper Roach Small insectoid mechanical construct that will scurry around and consume stray materials. Produces a minuscule amount of metal at no cost. Scales with dungeon size and the number of critter nodes. "Edible" to mechanical constructs. Miniscule | Stone Hounds A vaguely canine-shaped magical construct produced by geomancers to scavenge the last morsels of metal and gems from mines and caves. Not designed for combat and due to a built-in quirk, they will act similar to non-magical hounds when not being ordered. Will periodically seek out metals and gemstones to collect, however, they lack the precise ability to find said materials, only having a general sense of where they are. Medium. | Milk Bug A medium to large-sized stationary insect that will feed on ambient mana, they produce a large amount of "milk" a highly nutritious fluid that can be consumed by most living beings. Produces insectoid "milk" for consumption. The milk bug itself is also edible. Medium to large. |
| The purpose of a dungeon is to convert aether energy into mana, and the purpose of monsters and traps is to protect the dungeon, to enable that, a small portion of a core''s true mana production is diverted to the creation and maintenance of defenses, the purpose of using different materials to support created monsters is to alleviate the strain of constant repairing of monsters. Additionally, in some cases, the required material is used to generate loot. |
| Loot/Treasure The purpose of loot is to attract entities to the dungeon so that if they are defeated, the dungeon will gain growth and DP. Most non-soul-bearing creatures will need to be slain to obtain growth while soul-bearing challengers need only enter and interact with the dungeon to generate growth. Killing a soul-bearing creature will generate the most amount of growth possible. Allowing a soul-bearing creature to leave will grant additional growth. Loot is also another way in which aether energy may be converted into mana. Finally, over millennia different groups and individuals have used dungeons as a way to train individuals to a certain level, making use of the power they gain from slaying monsters or beating traps to create highly skilled soldiers and specialists. Loot is generated from any dungeon monster or through different tests, at times a challenge can itself be the treasure. Critters do not produce loot but because they do not dissipate upon death like regular monsters the corpse itself is treated as the treasure. |
| Required choices to unlock buildings: Dungeon Theme (1/1) Primary Monster type (1/1) * Requires theme Critter Type (0/3) * Requires Theme Construct Core Room (0/1) *Requires theme |
| The dungeon core is privy to a great deal of information but can only access the majority of it by growing. |
| Acknowledged, A baseline core room shall be generated to fit the generalized nature of your dungeon based on the core''s theme, [Constructs] Please designate an area to establish the dungeon. |
| Structure Complete, All requirements fulfilled for core completion, The core may now begin construction of the dungeon proper as they please. Awarding completion DP, +10 DP |
| Notice Mana flow is disrupted, please unseal the dungeon entrance to allow proper mana flow. |
| To unseal the dungeon, please create an opening that reaches the outside world, the core may build rooms to the outside, or the core may use DP to create a simple tunnel to the outside world. Pointing to the closest point. |
| Dungeon Monsters The core is capable of creating special nodes called "monster nodes" which will create up to a set number of monsters of the chosen type. The monsters are bound to the dungeon and cannot leave barring monsters with the "roamer" ability. Any slain or captured monsters will be replaced and the previous monster will either be disconnected or broken down into "loot". Creating a monster node will create a sustained drain on the core''s production, however, singular monsters may be created at a lower cost but will not be replaced automatically and will not benefit from any node bonuses. Node-created monsters do not use pre-existing materials for self-maintenance, instead a portion of mana will be designated to them. |
| Indeed. Unauthorized content usage: if you discover this narrative on Amazon, report the violation. Nodes allow for the automation of various functions and when altered enough the created monsters can perform various tasks for you automatically, gathering exotic resources that are otherwise difficult or impossible for the core to interact with directly. Additionally, nodes are far more mana-efficient when compared to direct creation, one node''s upkeep cost can be as much as the costs of creating and sustaining a monster created directly. Monster choice will grow as the core develops. |
| If that is the interpretation of the core then yes. |
| Dungeon Rooms Dungeons can improve their mana production, storage, defense, and appeal, through the use of rooms. Rooms may grant a benefit to defending monsters, enable the use of various traps, and aid in generating appeal through the repeated visitation of challengers. Rooms do not need to be sustained but require a large amount of mana to be created. Rooms must be navigable by challengers to be considered valid. Invalid rooms will be denied. The core is limited to a certain amount of rooms per floor, starting at five rooms the core will be able to create an additional 5 rooms per floor gained. Rooms will initially be empty but can be altered with a function. Rooms have a size limit based on the contents of the room, a large function room will be made larger, and a small function room will be smaller. Room choices will open up as the core develops. Rooms may be combined to form bigger spaces, any structures placed within these expanded rooms may unlock more complex structures. |
| Attention Core has breached the surface and will now produce mana at the standard rate, +9 mana production. Total production: 10 per hour, 2400, storage 60/100. |
| Warning Regional mana density and leyline flow have been altered to conform to the newborn dungeon, this has led to the creation of several "mana-crazed" entities that are now heading for the dungeon core. Prepare Defenses Immediately Invaders will arrive in approximately: 10 hours |
| Gathering choices... Displaying choices available to [Beginner Constructs 1] |
| Clockworker A simple and easy-to-maintain construct, capable of performing a variety of tasks aside from those involving magic. Can use [Self-repair] Comprised of many materials and parts. Creation cost: 15 mana, 1 pound of scrap per 24 hours Node cost: 45 mana, 4 mana taken from production Creates: 4 clockworkers | Inferior Golems Most magic constructs are just some type of golem, this one is no different. Formed from ambient magic and cast-off materials this construct can accomplish few tasks but can do those that it can quickly. The type of golem is standardized to the dungeon type. Current type: Rough Copper Creation Cost: 5 mana, 1 rock per 24 hours. Node Cost: 30 mana, 5 mana taken from production, Creates: 10 Inferior Golems | Skeletal Mover A low-level arachnid monster that uses webbing to manipulate skeletons or similarly structured items. The mover can imitate the lower levels of swordsmanship and archery. When not provided an existing frame to attach to, the mover will spawn with a simple rock puppet suit. Can use [Skeletal Puppetry] Creation Cost: 10 mana without puppet, 5 mana with puppet, 1 pound or gallon of food per 24 hours. Node Cost: 55 mana, 6 mana taken from production, Creates: 3 Skeletal Movers |
| Attention Room Feature- Simple Assembly line, has been unlocked. |
| Simple Assembly Line A room feature that utilizes clockworkers to produce mana by converting raw aether energy into a small variety of objects and rarely skill crystals with a less than one percent chance of a class crystal appearing. Produced parts may be used by mechanical constructs and traps, additionally, they may also be taken as loot by challengers. Capable of assimilating pre-existing materials, however, these will not grant mana. Mana Production: +3 per hour Mana Storage: + 10 Objects Produced: Assorted simple parts: 90% Mechanical Skill Crystal: 9.4% Mechanical Class Crystal: 0.6% Creation cost: 60 mana |
| Classes and Skills Classes and skills allow individuals to exceed their standard biological and magical limits, granting a variety of bonuses based on how they develop their class. Classes are regularly acquired through dungeons and are seen as the most reliable choice, and many dungeons are the only reason why certain classes exist to begin with. Communities often form around dungeons to make use of this fact and regularly use dungeon-created items for trade and internal use. Dungeon-provided classes and skills are based on the theme of the dungeon. This dungeon''s produced classes and skills are based on constructs with applicable magic and knowledge. |
| Attention Structure [Simple Assembly Line] is now complete. Assign existing mechanical constructs to begin production or create new ones for the room. If a node of an appropriate monster is placed, then the structure will work as if there is the necessary number and type of monster inside. Existing nodes can be moved. |
| Warning A large number of [mana-crazed] entities have arrived at your location. |
| The presence of challengers and invaders disrupts the core''s ability to manipulate the dungeon, only control over existing structures, traps, and monsters is maintained. |
| Congratulations The core has survived its first invasion, +10 DP Converting invaders into growth. |
| Growth Level 20% |
| Notice The core may construct a proper dungeon entrance to regulate those who do and do not enter the dungeon, only one entrance may be constructed at this time, and the dungeon shall choose from a selection of different types of entrances based on theme. This choice will influence the general design of the dungeon. Can cause slight alterations to monsters. Any loot will likewise be altered to be more hostile in design. |
| Hostile Architecture Places a focus on unnatural angles and designs that focus on disturbing and disrupting all but those that inhabit the dungeon. Use architecture to punish challengers and invaders. | Cooperative Architecture Places a focus on creating appealing and aesthetic designs that do not impede challengers. Attract challengers using appealing architecture. | Neutral Architecture Places a focus on efficient designs that do not impede challengers nor appeal to them in any significant way. Use efficient architecture to design structures. |
| Warning! Infernal energies detected! |
| Demonic entities are classified as infernal, however, infernal is a blanket term that applies to all beings, objects, and energies from the Infernal Plane. Three primary classes of infernals exist, helbeasts, demons, and devils. Statistically, infernals are the cause of the majority of planar incursions. |
| Negative Infernal entities have proven to be unreliable guardians and have regularly attempted to manipulate their dungeon core when such an option existed before. That option was replaced [...] years ago during the [...] even, in exchange the Umbral Realm was granted its spot instead. |
| Negative the core lacks proper clearance to know that information. Increase core level to gain more clearance. |
| Puppet Hatchery A room feature that enables skeletal movers and similar arachnid monsters to convert raw aether into arachnid-derived items with a small chance of arachnid-based skill and class crystals forming. Produced items may be used in alchemical processes and will also be counted as loot if taken by challengers. Using pre-existing biomatter will not produce mana but will allow for more items. Mana Production: +5 per hour Mana Storage: + 5 Objects Produced: Silk: 40% chance Venom Casket: 30% Assorted Bodily Parts: 10% Fertile Spider Eggs: 10% Mechanical Skill Crystal: 9.4% Mechanical Class Crystal: 0.6% Creation cost: 50 mana |
| The difference in mana production correlates to the fact that organic matter more easily produces mana but has a limited ability to store it, this difference may seem minor for the moment but as the core develops and its needs change the difference will become more apparent. |
| Negative The core is free to undertake any path of development it has unlocked, the focus on high-production organic structures and creatures is one such path but do not mistake it for the only one, all paths are valid for the core. |
| Formation Room A room that converts and forms raw aether into magically charged crystals, has a small chance to produce ability and class crystals. Produced crystals will contain magic appropriate to the floor the room is in, the deeper it is the more charged they are. Produced crystals will be of a rarity relative to the floor the room is in, the deeper it is the rarer the crystals are. More crystals can be produced but at the expenditure of mana content within each. Mana Production: +4 per hour Mana Storage: + 15 Objects Produced: Assorted Common Magic Minerals: 50% Assorted Uncommon Magic Crystals: 40% Select Rare Magic Crystals: 5% Chaos Crystals: 4% Ability Crystal: 0.5% Class Crystal: 0.5% Creation cost: 60 mana |
| Spider Silk Razor Wire (Low Quality) A dungeon-made set of razor-wire gloves, usable by control mages and skilled individuals. Attributes: Mana Wire, the wire is infused with magic, it can be controlled by someone skilled in mana manipulation. Razor Wire, the wire is sharp. |
| Correct, however, the resummoned monsters retain only the moments before their death, this can be altered by purchasing a special trait for the floor the monster resides on through the use of DP. |
| Dungeon Store Point - Current balance: 29 This store exists to enable dungeons to utilize DP. |
| Monsters* Purchase Random Low-tier monster: 10 DP Purchase Random Mid-tier monster: 30 DP Purchase Random High-tier Monster: 100 DP Purchase Existing Monster Variant: 120 DP Purchase Random Special Monster: 200 DP Purchase Random Critter: 5 Dp *Monsters will typically trend towards the core''s theme; however, it is still random. [Multiple options locked due to core level.] |
| Traps* Purchase random trap: 5 DP Purchase trap improvement: 25 DP *Trap level and effectiveness are scaled according to the floor it is on. [Multiple options locked due to core level.] |
| Room Features* Advanced Assembly Line: An all-around improvement to the simple assembly line, it allows for the creation of more advanced components. Expensive to construct. Price: 50 DP Puppet Evolutionary Pit: Allows arachnid-type monsters to undergo specialized evolutions, the number of evolutions is limited based on the floor number. Evolutions require DP. Price: 50 DP Purification Room: An improvement over the formation room, it allows denser mana crystals and can generate wild crystal golems. Wild golems are uncontrollable but can be consumed by dungeon golems to temporarily improve stats. Price: 50 DP Room Gating: Allows the construction of durable doors between different rooms, these doors can be controlled by the core at will provided a challenger is not present in the room. Unlocks further door-based upgrades once purchased. Price 10 DP *Available purchase options are dependent on unlocked room features. |
| Special Upgrades* Room Upgrades: Combat Assembly Line: This allows the core to modify an assembly line to produce combat parts and weapons and reduces mana production. Price: 25 DP Bio-Puppets: This allows puppet hatcheries to produce organic puppets of a chosen specialty. Bio-puppets require sustenance. Price: 60 Golem Core Amalgamation: This allows any golems assigned to a formation room to randomly amalgamate another golem, granting increased stats and granting the resulting golem the abilities of both. This may result in the creation of chaos-aligned golems. Price: 100 DP Monster Upgrades: Clockworker: Hardened Materials: Improves the base materials of all clockworkers. Price: 25 DP Simple Electronics System: grants clockworkers improved work efficiency at the cost of requiring a source of electricity. Price: 35 DP [Multiple options locked due to core level] Skeletal Mover: Steel String: Improves web durability. Price: 15 DP Chitinous Spray: Grants the ability to produce a chitin-derived spray that can trap enemies. Price: 30 DP [Multiple options locked due to core level] Inferior Golems: Lesser Durability: Grants greater physical resistance. Price: 10 DP Group Cohesion: Allows for group thinking. Price: 50 DP [Multiple options locked due to core level] *Special Upgrades are unlocked when monsters, rooms, and traps are unlocked. *Upgrades are priced according to their impact and potential benefits. |
| There are many methods of acquiring DP, one such method is the achievement of various special goals or necessary milestones of growth. Additionally, the deal of soul-bearing creatures awards 10 DP each time. Other methods are available at later core levels. |
| Core Requirements Build and fill five rooms (3/5) Create two monster nodes (3/2) Complete Establish a simple ecosystem with critters (Incomplete) Survive your first attack, Complete |
| Acknowledged -5 DP, processing... |
| Congratulations, You have been granted the critter, [Black Ouraborian Worm]! |
| Black Ouraborian Worm An infamous worm-type creature that borders the line between monster and critter. They are infamous for consuming minerals, mundane and exotic, to produce an energy-dense substance highly valued in alchemy, engineering, and agriculture. Ouraborian worms are docile creatures, however unlucky individuals have been accidentally consumed by them. The black variety is one of the smaller species but makes up for it with a more durable exoskeleton. Very large. |
| Room Unlocked! |
| Worm Hole A room that allows worm-type creatures to safely leave and return to the dungeon, producing mana based on the assigned creature. Available Worm-types: [Black Ouraborian Worm] +5 mana production, +10 mana storage, produces an energy-dense material. Creation Cost: 60 mana. |
| WARNING! Core has dangerously exceeded the mana limit, purging excess mana. |
| The high amount of energy packed within the material by the [black ouraborian worm] combined with the assembly line''s ability to convert some matter into mana created a situation where more mana than could be handled was produced. |
| Offer: In exchange for all current DP, the core may merge the blueprints of the [Wolf] and [Mecha-Hound] blueprints to create an improved creature. The outcome is semi-random and thus the result is unknown. |
| Negative, this is a one-time allowance until the core reaches the proper level. |
| You have lost access to both the [mecha-hound] and [wolf] monsters, in exchange you have received the [Black Iron Canid]. |
| Black Iron Canid (Stripped) The black iron canid was first seen following the fall of the first era, inspired by the once-great and now long-dead machines, this machine is designed with the quintessential aspects that all canids share and holds great speed, power, endurance, and a modicum of grace. The canid is a lonesome creature and will gain benefits from being alone. This creature provides little but the strength of metal and the cunning of a living mind. Creation Cost: 100 mana, 2 pounds of organics daily, 2 pounds of metal daily. Node Cost: 120 mana, 10 mana taken from production. Creates one creature. This creature is derived from the First Era [REDACTED] and thus will be limited until created on floor 50. |
| Due to the core level, a majority of the relevant information has been removed. The monster [Black Iron Canid] has been stripped of nonessential mechanisms and armor due to the low-level floor it has been created in, additionally, it has been further reduced due to its design and functions being from the First Era. No other information will be shared regarding the origin of the design or why it has been limited. |
| Canid Den (Stripped) The den of an old killer, torn from a time long lost and set to a new goal, this den provides both a place of respite for the machine beast and its killing grounds. This structure provides an overall bonus to a canid''s abilities. This structure provides no increase to mana production or storage as it refocuses all of its produced mana to reduce the upkeep of the canid. No produced objects. Creation Cost: 120 mana |
| Congratulations. The core has fulfilled the requirements to advance to level 2! +1 floor limit The author''s narrative has been misappropriated; report any instances of this story on Amazon. Added gross mana production to base production. +30 mana per hour +100 mana storage (240 storage) +1 level 1 perk choice +1 focusing choice. +1 level 2 monster choice* +10 DP for leveling up. *Requires choosing a perk and focus choice before being available. |
| level-up and growth are linked but separate things, level-ups improve the overall functions and abilities of the dungeon and grant a variety of choices to them. On the other hand, growth influences DP gain rate and [redacted] |
| Perks A reward to recently leveled-up dungeons that provides a benefit for one or more aspects. Perks have levels of effect that are granted based on the level of the previous highest floor. Focusing Provides a dungeon the chance to focus on a particular area of its theme, and also allows for generalization as an option. |
| Level 1 perks: Structural Efficiency 1: Grants mechanical structures and monsters improved efficiency and reduces upkeep. +1 mana production for all mechanical structures and -1 mana upkeep from mechanical monsters. Node upkeep is reduced by 1. Offspring 1: Allows biological constructs to produce a limited number of inferior versions of themselves. Creates the chance of ''tameable'' creatures. Allows biological constructs to produce a single offspring, but does not apply to special monsters. Artificial Elementalism 1: Some magical constructs have the chance to develop an affinity for a basic magical element. basic elements: fire, water, air, earth. Does not influence cost. Grants a minor ability to use that affinity. |
| Focusing: Mechanical Focus: Machine options will be more present, allowing for rarer options to appear. Allows for part tinkering. Biological Focus: Biological options will be more present, allowing for rarer options to appear. Allows for selective ''breeding''. Magical Focus: Magical options will be more present, allowing for rarer options to appear. Allows material mixing. |
| Notice! New Monster choice available. The core has been moved down a floor. |
| As a dungeon grows it produces more and better-quality mana, drawing those that would benefit from being exposed to it. This is an unintentional benefit and danger as challengers grow as the dungeon grows, creating those that may be specialized and strong enough to enslave or aid those that would enslave the core while also aiding the dungeon''s growth. However, do note that dungeons are timeless beings that are intended to operate at a different scale from mortals. |
| When combining room slots to form bigger rooms, the production of that building increases according to the number of slots used to make the room, additionally, each room slot used allows for up to one additional monster node not exceeding the floor number. The price of the building will also be increased accordingly but nodes will remain the same. |
| Analysis: Standard Materials: 3 sheets of mid-grade steel (absorbed) 3 sheets of mid-grade copper (absorbed) 1 flask of mercury (impure), unlocks mercury options. Exotic Materials: 1 sheet of low-grade heatsteel, unlocks heatsteel options. 1 sheet of low-grade coldsteel, unlocks coldsteel options. |
| Heatsteel Mine (FL2) Using the properties of heatsteel, this room recreates volcanic mines to produce items commonly found in said areas. Produces volcanic and standard materials for challengers. Provides a bonus to fire and earth-aligned monsters. Mana Production: +10 per hour Mana Storage: +20 Objects Produced: Assorted common metals and minerals: 50% Assorted volcanic materials: 40% Mining class and ability crystals: 9% Raw heatsteel: 1% Creation cost: 200 mana |
| Coldsteel mine (FL2) Using the properties of coldsteel, this room recreates glacial mines to produce items commonly found in said areas. Produces glacial and standard materials for challengers. Provides a bonus to water and ice-aligned monsters. Mana Production: +10 per hour Mana Storage: +20 Objects Produced: Assorted common metals and minerals: 50% Assorted glacial materials: 35% Mining class and ability crystals: 9% Assorted Fossils: 5% Raw coldsteel: 1% Creation cost: 200 mana |
| Two options were generated for [Random Low-tier monster]. |
| All random monster and trap options will produce several options equal to your level until the core reaches level 5 at which point it will be five forever. |
| Kobolds (Copper Claws) Kobolds are the smallest and weakest of the creations of the true dragons, but they are used as highly adaptable busybodies, smart enough to make tools and traps as well as use some rudimentary forms of dragon magic. Kobolds form tightly bonded communities that focus on the group rather than the individual. Copper claw kobolds are descended from the many kobolds used as slave labor in gnomish factories. Skilled in crafting traps and community planning. Capable of using low-level magic. Gives access to draconian options in the future. Despises gnomes. Creation Cost: 45 mana Stolen novel; please report. 1 pound of food per 24 hours. Node Cost: 100 mana 5 mana taken from production. Creates: 5 Copper Claw Kobolds | Ratkin (Rustfur) Ratkin is both an old and new threat to the world, existing during the First Era and after it. Ratkin are excellent crafters and weaponsmiths, focusing on producing more dangerous and nonsensical weapons each time. Ratkin utilizes a special variety of innate magics. However, ratkin naturally form competitive societies and often fight each other when not fighting an outsider. Rust Fur ratkin are accustomed to working with metal and the thrown-out machines of dwarven cities. Skilled in crafting weapons and low-level enchantment. Capable of using Rust, Plague, and Insect magics. Dislikes dwarves. Creation Cost: 40 mana 2 pounds of food per 24 hours. Node Cost: 100 mana 6 mana taken from production. Creates 6 Rustfur Ratkin |
| Ratkin Hamlet A small collection of homes formed and welded together with scrap metal, with a basic fence to slow down challengers. The hamlet will produce a small number of items and materials produced by the ratkin daily, this will provide mana with each successful thing produced. It provides a small overall benefit to the ratkin of the node that is attached to this room. Mana Production: 25 per hour Mana Storage: +30 Objects produced: Assorted ratkin objects: 80% Ratkin weaponry: 15% Ratkin Magical items or tomes: 5% Creation Cost: 140 mana |
| Rusted Checkpoint The checkpoint is a defensive structure that grants the assigned monsters the proper tools and equipment to take up the position of defender. If you spot this tale on Amazon, know that it has been stolen. Report the violation. The gear will be made with the highest level of non-exotic materials available while still being on a level with the floor the structure is on. This structure contains a limited form of machine defenses, and this way can function automatically albeit at a reduced ability. The checkpoint is also a living space and will produce a small number of objects and mana. Provides a small bonus to assigned monsters. Mana Production: 5 per hour Mana Storage: +20 Objects Produced: Assorted ratkin melee weapons: 70% Ratkin machine weaponry: 20% Ratkin magical weaponry: 9% Assorted ratkin-based skill and class crystals: 1% Creation Cost: 200 mana |
| Such an action is possible, but the core will be required to pay double the cost of making the room and the structure within. |
| Would you like to pay 2 Dp to see this information? |
| -2 DP Total: 0 |
| If the structure [Ratkin Checkpoint] adds one more room, it will evolve into [Ratkin Barracks]. If the structure [Coldsteel/Heatsteel Mines] adds one more room they may evolve into either [Inferior Cold/Heat Rift] 3%, or, [Large Cold/Heatsteel Mines] 97%. If the structure [Simple Assembly line] adds one more room they will evolve into [Advanced Assembly Line]. |
| Insufficient Dp to request that information. |
| Due to various innate advantages held by the core it has been considered unfair to other dungeons to provide more information than what has been provided, future questions concerning fairness will be ignored unless reasonable. |
| Acknowledged, merging [empty room] with [ratling checkpoint] to form, [ratling barracks] |
| Ogre Bulls Large bovines domesticated by mountain ogres for a variety of purposes, ogre bulls are capable of filling many niches required by a community. From beasts of burden to a stable food source, these large-bodied creatures are famous for their usefulness to ogres around the world. Due to their long history of being bred to be more docile and unintelligent, ogre bulls lack the necessary intelligence to properly react to threats to the dungeon, however, if they are sufficiently aggravated, they will attack. Ogre bulls are pseudo-magical creatures and are capable of sustaining themselves off of inorganic materials, primarily raw mineral deposits. Ogre bulls can be consumed by any entity that can process meat, but taste is not guaranteed. Ogre bull females can be milked for their mineral-intense milk. This monster does not drop any items, instead, the corpse will remain as the prize. Due to being saturated in both raw [aether energy] and refined [mana] the materials from this creature contain innate magic. As dungeon monsters, these creatures are rendered infertile. Creations Cost: 100 mana 20 lbs. of inorganic material per 24 hours Node Cost: 240 mana 4 mana taken from production Creates: 4 individual ogre bulls, 2 male and 2 female. |
| Some rooms have the necessary level of cohesion between them to unlock a new room that combines the two rooms in some fashion. This allows some monster and room combinations to grant more rooms to the core, however, this process does not happen consistently as many monsters fall within three possible areas, they lack compatibility, the core lacks the core level to create such a combination, or the rooms and monsters are too similar to be combined. |
| The core lacked the requirements to ask for this information before reaching level 2. |
| Warning, A large invasion force was detected near the dungeon entrance. |
| Notice The system will only provide such a warning if it is deemed appropriate to do so. Despite the whining of the core, this attack is just another invasion. Entering low advisory mode for the duration of the attack. |
| Invasion Concluded, resuming regular advice levels. Multiple decisions pending. |
| Large Invasion repelled. +10 DP |
| New Monster Blueprint Unlocked: Greeble |
| Greeble Small unruly creatures, greebles are a known pest worldwide and tend to infest areas with higher levels of mana. When a group is formed two of the strongest Greebles will undergo a metamorphosis after defeating and consuming their rivals into the primary leader known as the ''king'', and a secondary leader known as a ''prince''. Both become physically larger and more intelligent but lack any major behavior changes. Greebles are a known pest for dungeons of all sizes and ages. Greebles are magical pseudo-intelligent creatures and can form self-sustaining communities. ''Edible'' Useful as fodder. Individuals do not retain any impressions from slain predecessors. Creation Cost: 100 mana 10 lbs. of organic material per 24 hours. Node Cost: 200 mana 10 mana taken from production Creates: 20 Individuals, 1 king, 1 prince, 18 standard greebles. |
| Notice The core has gained one(1) unique monster point. This point will allow the core to purchase a respawnable monster with a unique feature that falls under one of three categories. 1. ''Roaming Elites'', a monster that has been improved dramatically in its combat capabilities, roams multiple floors searching for invaders. Cannot be directly controlled. 2. ''Loot Goblins'', a monster tasked with drawing in invaders deeper into the dungeon or traps, has a small collection of the rarest items the dungeon is capable of producing. Invaders may use the dropped items. 3. ''Merchants'', a monster designed to interact with invaders to facilitate trade, the merchant''s stock can be altered to be harmful but appear useful, or altered to provide real benefits. Ensure your favorite authors get the support they deserve. Read this novel on the original website. Unique monsters are affected by dungeon theme and subtheme. |
| Notice The core has acquired an exotic metal [deep steel], presently this cannot be used in the creation of a new monster or critter, it may however be used to create a mechanical upgrade available on all current and future monsters or rooms. The upgrade will need to be rebought for each floor. Only one upgrade can be chosen at this time. Loading options... |
| Deep Steel Chassis Improve the chassis of the chosen floor''s mechanical monsters and critters, giving them incredibly durable bodies and minor resistance to earth and fire magic. Does not affect monsters and critters already made from a superior material. Unlocks the [Repair Port] room addition. Increases upkeep of nodes by 1 Costs: 250 mana per floor chosen. | Deep Steel Reinforcement Improve the output and material quality of all mechanical production rooms, and all combat rooms will have the appropriate areas converted to deep steel. The material output of mechanical production rooms will not change but will be converted into a higher-quality version. Unlocks the [Automaton Storage Space] room addition. Increases production rooms mana by +5 Costs: 500 mana per floor chosen. |
| Deep Steel Armaments When applicable, item-producing mechanical rooms produce deep steel versions. This event is random but is guaranteed to occur at least five times per 24 hours on the chosen floor. For mechanically aligned structures such as the [Ratkin] based rooms, any object produced by a ratkin is included within this upgrade. Unlocks the [Deep Steel Forge] room. +3 mana upkeep for each floor chosen. Costs: 300 mana per floor chosen. | Mechanical Enhancement Choose a mechanical blueprint to enhance, this will improve the blueprint overall and grant the special passive ability [Deep-Attuned] granting low-level feromancy. Mechanical monsters are granted innate feromancy. Mechanical rooms will be granted low-level metal sprites to improve overall function. Mechanical traps will utilize feromancy to improve ability when appropriate. Unlocks the [Ferrofluid lake] trap room. +5 upkeep to the improved blueprint. Costs: N/A |
| Level 3 Core Requirements Build 10 Rooms (10/10) Place a structure in every current room (1/1) Acquire and spend two unique points/exotic materials (1/2) * Create a mixed monster room (1/1) Kill or aid a sentient being (349/1) *Other unique points/items/materials exist but will only be displayed when discovered. |
| Partially, a unique monster requires a unique point to be made, however, no other resources or requirements exist as the unique monster will be produced by the system. |
| For the price of 1 DP |
| Horned Rat "Roaming Elite" A shard of an idea, this mystical ratkin blurs the lines between science, engineering, and plague as it wanders the halls of the dungeon, ever vigilant for foes. Cannot Be directly controlled. Can be directly communicated with. Unlocks the [Biomech Critters] pack, unlocking multiple mixed biological and mechanical critters. Uses mechanical weaponry and plague sorcery. Ratkin upgrades apply to this monster. | Sp88D Bot "Loot Goblin" A small automaton that carries a pack full of rare treasures, it can reach impressive speeds and only gets faster the deeper into the dungeon it gets. Has an assortment of agility and evasion-focused abilities. Unlocks the [Tinfoil Critters] pack, granting multiple mechanical critters. The items carried will change based on what the rarest non-crystal item is. Mechanical monster upgrades apply to this monster. | Super Mart "Merchant" A small mercantile alcove that can provide either banes or boons. Their inventory is adjustable as well as the prices. Capable of communication with any intelligent creature. They are capable of buying things from invaders, at a mostly fair price. The merchant itself will be a doppelganger. Their items cannot be stolen unless affected by unique abilities. Immune to most forms of damage but is incapable of fighting back. The ''shop'' can be placed in any connecting area of the dungeon, the area will be expanded accordingly to accommodate them. Receives no upgrades. |
| Congratulations. The core has fulfilled the requirements to advance to level 3! +1 floor limit Added gross mana production to base production. +80 mana per hour +200 mana storage +1 level 2 perk choice +1 focusing choice. +1 level 3 monster choice* +10 DP for leveling up. *Requires choosing a perk and focus choice before being available. |
| Hobgoblin One of the last remaining goblinoid species after The Collapse, hobgoblins are not as intelligent or magically gifted as their smaller kin, but instead make up for it with numbers and highly adaptable bodies. Hobgoblins lack the social structures of gremlins and the intelligence of goblins but are willing to cooperate if the situation falls out of their favor. Hobgoblins are however capable of becoming [Greathobs] under extreme stress. Hobgoblins are incapable of magic and lack impressive strength, but any created nodes allow for the creation of different environmentally influenced subspecies. Compatible with blood magic as material. When exposed to great physical and magical stress hobgoblins can develop into [Greathobs] Creation Costs: 75 mana 3 lbs. of organic material per 24 hours Node Cost: 125 mana 4 mana are taken from production. Creates: 4 hobgoblins, 2 male, 2 female. |
| Level 2 Perks: Structural Efficiency 2: Grants mechanical structures and monsters improved efficiency and reduced upkeep. +2 mana production for all mechanical structures and -2 mana upkeep from mechanical monsters. Node upkeep is reduced by 2. Mechanical Trap Enhancement 1: Grants mechanical traps improved functionality and reduced cost by 1. *Masterwork Creation 1: At the beginning of each week improve one monster on each floor, the improved monster will gain the (+) modifier and will have all of their abilities and attributes improved. Collectively these monsters will produce 1 Dp per week. *Mechanical Focusing has influenced this selection. |
| Focusing 2: Mechanical Focus 2: More machine options will appear, allowing rarer options to appear. Grants one level 2 mechanical monster. Mechanical Monster Focus 1: More machine monster options will appear more greatly when appropriate. Allows for a one-time conversion of a non-mechanical blueprint into a mechanical one. Biological Focus 1: Biological options will appear more often, allowing rarer options to appear. Allows selective breeding between compatible biological constructs. |
| AST4R10N The AST4R10N is a semi-intelligent demi-humanoid automaton. It has a high physical ability but lacks magical capabilities. It uses a machine great axe for a weapon. Only one may exist. Has a minor resistance to all magic but celestial. They are made of diluted deep steel. Creation Cost: 800 mana 10 lbs. of metal per 24 hours. Node Cost: 800 mana 5 mana taken from production Produces: 1 individual | Fabrication Drone (A.F.D) A small but complex drone capable of producing various weapons and armor if provided as an example to study. The AFD is incapable of imbuing magic into their creations. It can use any given material but defaults to steel. Little combat ability. Creation Cost: 100 mana 5 lbs. of metal per 24 hours. Node Cost: 600 mana 5 mana taken from production Produces: 5 individuals | Magnetic Deterrent Drone (M.D.D) A drone that uses magnetism to combat threats, uses heavy metal plates to protect itself while using pointed metal poles as a weapon. The MDD itself is fragile and slow. The strength of magnetism increases with the number of MDDs. Did you know this story is from Royal Road? Read the official version for free and support the author. It can manipulate non-magnetic metal if owned by the dungeon. Creation Cost: 550 mana 10 lbs. of metal per 24 hours. Node Cost: 800 mana 1 mana taken from production Produces: 1 individual |
| Partially, special monsters/traps/rooms/items are marked in orange to emphasize the special and rare nature of the option. The [AST4R10N] monster was originally made in the [First Era] as a [Redacted] but has been influenced by the core''s memory of the monster entity "Bull of Minos". Due to being from the [First Era], this monster will be at reduced strength until core level 55. |
| Choice acknowledged. Unlocking AST4R10N''s room. A saying, if you would. "What makes something a monster, their form or their actions, to know the answer is to behold a beast and see a man and observe a man and know the monster inside." |
| The Cr3t0n Labyrinthian Mk.1 A winding maze of metal and smoke, this structure is more machine than building, capable of changing its layout without the input of the dungeon even mid-intrusion. Useful for any that can navigate its uncertain pathways and hell for those that can''t. Some say that a treasure unlike any other appears deep within. Produces nothing +75 mana storage +3 trap limit for this room alone. Requires a minimum of 20 combined rooms to use effectively. If constructed with fewer than 20 rooms then the structure will operate at reduced ability. Non-mechanical monsters and intruders will suffer the [Lost] effect while present in this room. Only one can exist. Creation Cost: 1000 mana |
| Small Ratkin Fort A small hill fort manned by ratkin, it comes with all the essentials of a fort, however, it does not come equipped with any mounted weaponry such as ballista or catapults. The fort itself will come with floor-appropriate gear and essential supplies. A small number of plains resources will grow in the fields surrounding the fort. The door to the next attached room is located in the fort commander''s throne room. A random ratkin will be selected for the position of fort commander. Provides a minor status buff to ratkin and machine monsters. A skill crystal of ratkin origin will be granted to any that defeats the lord commander. Creation Cost: 500 mana |
| Conversion Converting a non-mechanical blueprint is an irreversible process, to do so would be to lose the benefits of the original blueprint in favor of a mechanical version. All existing monsters of the original blueprint will remain but will be impossible to recreate. Intelligent monsters will lose their intelligence. Magical blueprints will be replaced with a mechanism to emulate the original effect. Associated rooms will be replaced with mechanical versions. |
| Level 4 Requirements Build and fill 15 rooms (15/15) Create a large room using several smaller rooms (Complete) Have 10 different monster blueprints (9/10) Utilize 5 different traps (5/5) Endure 15 invasions or challenges (3/15) |
| WARNING! [Enslavement Collars] Detected! |
| Notice 1x Psionic-Derived Enslavement Collar absorbed Reward: Mother Brain blueprint. |
| Notice 1x Divine Imprint Enslavement Collar absorbed Reward: Divine Ash |
| [Enslavement Collars] utilize the controlling properties of an entity or entities to create an object capable of controlling anything it is placed upon; in this case, the collar is designed for dungeons. The reason for acquiring the [Mother Brain] blueprint was due to the intense usage of [Mother Brain] material. As for the [divine ash], the collar was crafted around a divine aura, likely made around an artifact or physical remains. |
| Indeed, simply envision what you desire to create, and the appropriate amount of DP will be allocated. |
| Mother Brain A celestial entity derived from the [Mind Flayer] sub-type; the Mother Brain is a floor-consuming entity that creates subordinate creatures to follow its bidding. It will follow the dungeon so long as its needs are met. Capable of flesh-crafting celestial horrors. Subsumes entire floors to create a single living entity that spans the entire floor. Hyper-intelligent. Can be converted into a machine. Creation Costs: 2500 mana 50 lbs. of organic material An entire floor will be consumed. Node Cost: 5500 mana 20 mana taken from production Produces: 1 Mother Brain, countless minor sub-entities. |
| Attention A divine material has been acquired, the material will be consumed, and two appropriate options will be generated. |
| Kannorite Slave Pens Kannor is the god of control, a domain that extends into the wretched practice of slavery. This building is as much a temple to Kannor as it is an expression of his power. Building this will summon low-ranking celestial [Servants of Kannor] to operate the building. Constructing this will appease Kannor, the god of control Constructing this will anger Leighlash, goddess of freedom. Will attract Kannorite followers. Not choosing this will anger Kannor Not choosing this will appease leighlash Attracts a certain [Tortured Trickster] if not chosen 1x Free construction charge. | Pandora, daughter of bronze The metal child of Earth divinity, P4nd0ra is a divine machine built to express the greatness of the [REDACTED]. Capable of growing and fiercely independent, this machine sees the dungeon as its parent and will give anything to protect it. Has [Machine Rebirth] Will reinforce the [Machine] sub-theme Only one can exist. Cannot be tied to a node or single room. Will open a channel to [REDACTED] Attracts a certain [Clef-footed Smith] 1x Free creation charge. |
| Yes, however, the usage of the [divine ash] is required, if not through the given options then the [divine ash] can be consumed to create a special celestial-type object or consumed to acquire 1000 DP. |
| The [divine ash] is blessed by the power of a god, despite being only an impression, it is separate in most terms from other materials. |
| Acknowledged. Unlocking Pandora''s room. A saying if you would. "Freewill is both a curse and a blessing, to own your mistakes and achievements give each person the weight of the world behind each action, but with that weight, they may one day become diamonds." |
| Birth-Forge A recreation of a faded memory, this place was where her divine father first cast the first daughter of bronze, and along with her a jar meant for an impossible task. This structure is designed to comfort Pandora, a place of rest and work where she may make her tools and weapons with the special bronze that crops up from the ground. Given the significance of the room and its origins, it will act as a temple to a certain [Clef-Footed Smith]. Produces: Quasi-celestial Bronze* +100 mana storage +1 monster node Requires a minimum of 5 combined rooms. The magical heat of the forge makes it difficult to approach. Only one may exist 1x free creation charge. *Exhibits properties similar to divine material but lacks the genuine mark of divinity that elevates it above mortal metals. |
| The [Clef-footed Smith] asks that they remain anonymous for the moment, for now, all they have stated is that you continue to be as you are. They also recommend that you do not worry about their followers, as none are within this world. |
| Attention The Divine entity ¡°Kannor¡± Is greatly displeased with your actions and has complained to his followers. The Divine entity ¡°Leighlash¡± Is pleased with your actions and has offered her help against her nemesis. |
| Note The narrative has been taken without authorization; if you see it on Amazon, report the incident. The wills and moods of divinity are outside of the system''s directives or control. |
| Congratulations! The core has fulfilled the requirements to advance to level 4! +1 floor limit Added gross mana production to base production. +300 mana storage +1 level 3 perk choice +1 focusing choice. +1 level 4 monster choice +10 DP for leveling up. |
| Level 3 perks: Structural Efficiency 2: Grants mechanical structures and monsters improved efficiency and reduced upkeep. +2 mana production for all mechanical structures and -2 mana upkeep from mechanical monsters. Node upkeep is reduced by 2. Metal Garden 1: Allows unique machine plant life to grow within the dungeon, these plants do not provide a direct benefit but possess special properties that may attract entities to the dungeon. Semi-edible. Tier 1 plants, for example, Grease Grass, Detonation Dandelion, and Thermoregulatory Grapevine. Mechanical Monster Enhancement 1: Improves machine-type monsters overall and reduces their upkeep by 3. Upkeep can never fall under 1. |
| Focusing 3: Mechanical Focus 2: More machine options will appear, allowing rarer options to appear. Grants one level 2 mechanical monster. Mechanical Structure Focus 1: Adjust machine structures to be more efficient, increasing their production by 1, increasing room bonus by 1%, and reducing upkeep by 1. Material Quality Focus 1: Slightly improves all non-exotic materials produced by dungeon structures. |
| Positive, however, directly creating an object uses DP and thus it is advised to only do so if the core is confident it will see a return on the expenditure. |
| WARNING Divine power detected, take necessary actions to ensure survival! |
| Congratulations You have killed a paladin of Kannor. You may choose to bless the slayer with a recycled portion of the paladin''s power or consume it for a level 1 perk. |
| A certain [War Flower] is appreciative of your actions. |
| Greater Ratkin The so-named ''greater'' kin of standard ratkin, greater ratkin are superior in all physical and magical ways. Taller, stronger, smarter, and more competitive, these ratkin are a rarity in today''s world outside dungeons. Greater Ratkin will not tolerate other greater ratkin within the same room and will sabotage neighboring ones. Skilled in crafting weapons. Capable of using rust, insect, and plague magic. Hates dwarves, and other greater ratkin. Creation Cost: 90 Mana 2 lbs. of food per 24 hours. Node cost: 250 mana 1 mana taken from production. Creates: 1 individual | Iron Scale Kobolds (+) The iron scale kobold is an uncommon variety of kobold known for its unusually tough hides and skill in metalworking. They are stronger than most kobolds but are typically found in fewer numbers. Iron scales (+) are a horizontal improvement of [Greater Kobolds] and will have an adjusted price to match. Skilled in general metalworking. Capable of using low-level magic. Gives access to draconic options in the future. Creation Cost: 150 mana 3 lbs. of food per 24 hours. Node Cost: 500 mana 6 mana taken from production. Creates: 3 individuals | Rust Spirit Rust spirits are formed when metal and machine magic begin to permeate an area, aiding those who interact with machinery regularly and playing cruel tricks on everyone else, these creatures are both boon and bane. Spirits are ''free thinkers'' and will do relatively as they please. Also capable of leaving the dungeon for a short period. Can be used to study rust magic. Capable of attracting similar non-dungeon spirits. Gives access to spirit options in the future. Creation Cost: 200 mana No additional costs, elementals are self-sufficient. Node Cost: 400 mana 2 mana taken from production. Creates: 2 individuals |
| Calculating... If x20 rooms are used with the [ratkin] structure, then an [Under-Mountain Castle] will be created. |
| Under-Mountain Castle Large, dangerous, and fully capable, this castle is equipped to survive any siege or attack. Built to house up to 100 ratkin soldiers, this building holds a unique trait, while the 100 ratkin soldiers are the assigned monsters of this floor, lesser non-violent ratkin will be generated to act as the ''peasantry'' that comes with a castle, this includes three outlying settlements that provide resources to the castle. Due to the core''s focus, the castle will have mechanical features. The castle produces machine-oriented weaponry and armor. The outlying villages produce assorted foodstuffs and supplies. A random ratkin will be selected to become [Lord Vermin], granting increased power and authority. A random ratkin will be selected to become the [Castle mage] and be granted the beginnings of magic. Provides a minor benefit to ratkin and machine monsters. Spawned lesser ratkin are functionally the same as critters. Costs: 2200 mana, 15 mana taken from production. If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. |
| What you are experiencing is called the ''Level Issue''. When a dungeon creature is used on a level above its designated level, it will be improved appropriately, however, this will only extend for up to two floors, anything above two floors and they will cease to be improved. The monster [ratkin] is a level 2 monster and will receive no improvements past floor 4, they may still be utilized by the dungeon if chosen, however. |
| Monster levels indicate the innate power and potential of a creature but are also a representation of their costs and requirements. Some monsters can only properly exist in mana-rich environments and as such are less likely to function in less rich areas, for example, the [Black Iron Canid] is a level 50 monster, and needs to be dramatically reduced in form and function to allow it to operate without a significant cost. |
| Greater Under-Fort A large fortress of ratkin and machine design, capable of housing a sizable force of soldiers, this building contains all the needs of the occupants and some more. The building is constructed in the lost style of under-building where instead of entering and ascending to reach the commander, assailants enter and go down. This fortress is equipped with several anti-siege weapons as well as several autonomous defensive measures. A random ratkin will be assigned the title [Deeps Commander] and will be granted minor improvements. A random ratkin will be assigned the title [Magic Aspirant] and be granted a heightened awareness of magic. Underground flora and fauna will spawn, and fauna will not exceed the [small] size. The fortress will normally be perfectly indistinguishable from a very large hill and will only become apparent if under siege. Produces: 300 mana, various medium-grade ratkin equipment, and insignificant-grade magical items. |
| Level 5 Requirements: Place 20 rooms (20/20) Hibernate for 6 months (0/6) |
| The core is developing at an unsustainable rate, and local mana levels have fluctuated beyond acceptable parameters. A forced hibernation to allow for mana levels to stabilize and for local flora and fauna to adjust. |
| The consequences of the core''s actions belong to the core, the system will not lend aid in that regard. |
| Request Denied. As stated in prior messages, the core is unique and is thus intrinsically different than other dungeons, your accelerated growth is one such difference. If you desire to progress beyond this point you will be required to hibernate, if you do not then [Planar Incsurions] will begin to form near the dungeon. |
| Processing... Request Denied. At the current level of mana density, [Knight-Level] entities will invade the mortal realm, which is currently beyond the dungeon''s ability to defeat. Insult: ["Bagel Suckers"] has been added. |
| Example Loading... |
| Dated: 1296 AC, The Battle of Abhorrence: The historic battle between the 72 Faiths Paladins and [Knight-Level] chaos entity [Grand Amaalgam] which was summoned by a chaos cult. |
| Correct, chaos entities are among the accepted types, however, they are intrinsically unstable and propagate [planar incursions]. Also, the system cannot release information about existing organizations. |
| End Recording. |
| Core Blast 1 When a [Mechanical Construct] type monster dies, it will create a small explosion around itself. 100 Dp | Disorienting Mecha-Flies Machine-type rooms will now host a small hive of mecha-flies which will attempt to disorient intruders. 120 Dp | Donation Bin 1 Creates a small box at the entrance where people may deposit goods, sometimes they will be given something back. 50 Dp |
| Trait Spawner Allows the core to influence monster nodes, giving the core the ability to create otherwise rare monsters of that node. 200 Dp | Other-Worldly Restriction 1 Places a minor debuff on all invaders that are drawing power from a [celestial] or [infernal] being. Preventing the use of level 1 spells 200 Dp | Vermin Tunnels 1 Creates tunnels only accessible to vermin-type monsters, these tunnels are separate from the tunnels of previous floors. 50 Dp |
| Negative. |
| The core will be put into a state of deep sleep, during which the system shall regulate and harmonize the vast amounts of mana that have seeped into the land. During this, the core will experience no time or sensation. |
| Given the core''s present situation, it has been decided that because of the core''s good behavior concerning its duties and willingness to correct mistakes, the core shall be allowed to advance to level 5 before undertaking deep sleep. |
| The increase in work will not be as substantial as the core imagines and doing it in this fashion will allow the system to regulate the energies of the fifth floor better, reducing the possibility of this situation occurring once again. |
| Indeed, offering level 5 advancement. |
| Congratulations! The core has fulfilled the requirements to advance to level 5! +1 floor limit Added gross mana production to base production. +500 mana storage +1 level 5 perk choice +1 focusing choice. +1 level 5 monster choice* +10 DP for leveling up. +1 Boss Monster Option *Requires choosing a perk and focus choice before being available. |
| Indeed. These are unique monsters chosen from an existing blueprint owned by the dungeon and meant to act as a major barrier. |
| It is not the system''s job to regulate how dungeons construct their dungeons, simply that they do build dungeons. |
| Level 5 Perks Every 5 levels a perk may be bought equal to the level. If it only exists at that level or higher, then it will not be upgraded. Metal Garden 5: Creates an internal mechano-biosphere, accompanied by both dangerous and non-dangerous flora and fauna. Find this and other great novels on the author''s preferred platform. Support original creators! Lavished Engineering 5: Creates significantly higher quality machine-type monsters, increasing costs by 200%. Blasphemous Engineering: Enables access to [Sin] type machine options in the future. [Sin] is a unique variant of celestial energy when non-divine entities encroach upon divinity or slight one significantly. |
| Focusing 5 Mechanical Focus 5: Greatly increase the frequency and rarity of mechanical options in the future. Biological Focus 5: Greatly increase the frequency and rarity of biological options in the future. Draconic Focus: Improves the chance of draconic options in the future. |
| A ''boss'' monster is created using an existing blueprint owned by the dungeon, they will be improved massively and be given special equipment that coincides with the dungeon''s theme and focus. They will create a unique room that will have special rules that affect both the core and intruders. Would you like to see currently available options? |
| Other dungeons do not require such aid as they operate similarly to machines until they obtain awareness, making their daily processes more instinctual. |
| The core''s compliments are noted. |
| Special System Iteration #3984 acknowledges the gratitude. Displaying level 5 monster choices. |
| Copper Champion A humanoid war machine capable of simple tactics and combat adaptability, this machine was first forged as the hard-hitting frontline soldier of a long-ago war. The copper model is designed with cheapness and mass production in mind. Has low-level intelligence. Comes with a small assortment of weapons. Has low-level combat experience from its creation. Node Cost: 1500 mana 20 mana taken from production. Produces: 2 individuals | Auto-Botanical Dryad A tree spirit born of machine and root, the alluring ''auto-bot'' dryad is a fierce and zealous defender of her home. Dryads are guardians of the forests and despite the change in type, these will defend the machine forests of the dungeon with fervent devotion. Can control nearby mechanical flora. Counts as both machine and spirit. Possesses the seduction and exsanguination abilities of a dryad. Node cost: 2000 mana 10 mana taken from production Produces: 1 individual |
| Caustic Rust Plague A non-traditional monster, this ''organism'' expresses itself as metallic growths around its space that produce harmful machine spores. If placed in bigger rooms, it will produce weak combat entities, these cost no additional mana. Creates a central nerve center to organize itself. Can spread ''Caustic rust'', an infection that converts organic material into similar metallic growth. The danger and harmfulness can be controlled by the dungeon. Node Cost: 1500 mana 15 mana taken from production Produces: 1 Seed Support the creativity of authors by visiting the original site for this novel and more. | Sulfurous Bomber Drone. An insectoid machine that seeks targets and explodes in a large concussive explosion, leaves behind a small cloud of sulfur. These drones have limited intelligence but work within a collective hive mind, working together to find targets. Produces ''honey'' oil Forms hive material when not in combat. Very fast. Node Cost: 900 mana 10 mana taken from production Produces: 10 individuals |
| Request Accepted. |
| Both the [Polluted Forest Coppboar] and the [Ferrofluid lamprey] are emanations of the boss entity [Machine Mother] neither are proper monsters. |
| Note, that such a claim is false for two reasons. Reason A, the outside environment the dungeon would otherwise be occupying is heavily polluted, influencing the present and future floors built in this pollution. Reason B, the dungeon is regularly filled with both discarded parts from production structures and monsters. |
| Note, that an anxiety-fueled spiral is ill-advised, would the core like to engage sleep? |
| Infernal Attribute Unlock: 20% |
| Notice Deep Sleep completed, resuming regular functions. |
| Part of the deep sleep was the restructuring of the core room to increase mana circulation, the statue was designed to aid in that task alongside some defenses. |
| The mobile vine units are not traps, they are instead circulation regulators, managing mana flow within the dungeon. |
| Because the dungeon has been stabilized the previously mentioned feature of [tinkering] has been permitted. |
| [Tinkering] allows for the creation of one-time customizable constructs, allowing the dungeon to create personalized monsters. It was disabled due to mana arrhythmia. Loading explanations... |
| Tinkering Utilize mana to create varying constructs for different purposes. The dungeon may also create unique parts from scratch or use existing parts from mechanical blueprints. Requires manual mana control. Created monsters and traps do not count against room totals and don''t reappear after defeat. System assistance may be taken at increased or additional costs. Creations may be turned into blueprints for extra costs that increase with each additional purchase. |
| Due to the dungeon''s irregular and explosive growth pattern, mana was beginning to accumulate dangerously, it was unnoticeable as it was being suppressed, however, for the dungeon to continue developing manual system intervention was required. This was the purpose of the deep sleep, if such a pattern continues then it will be likely that more and longer sleep periods will arise. It relates to [tinkering] in that such irregular mana fluctuations made it near-impossible to perform [tinkering]. |
| Functionally, yes, however, future improvements and functions rely on stable, predictable mana flow. The dungeon is free to act as it pleases, but do be warned that actions have consequences. |
| A trio of travelers are listening. |
| The [Mercurial Traveler], [Tortured Trickster], and [The Moon-lit Falcon] The author''s tale has been misappropriated; report any instances of this story on Amazon. Wish to know if they can be of service? |
| The Traveler finds a wanderer, A Trickster finds a lie, and the Falcon seeks a wounded soul. They offer a [path], a [trick], and a [balm]. One to walk, one to deceive, and another to heal. |
| WARNING! Core Structure heavily damaged, engaging emergency reconstruction. |
| The trio of travelers apologizes. They state that despite the core''s preparation, they are incapable of defending themselves. They thus offer the opportunity to escape this situation, provided the dungeon can give them something. |
| The trio repeated their apologies. They wish to offer the [Redacted] a chance to realize their full potential as a dungeon core. The interference by [Redacted] is [Redacted]. They are willing to offer their names should the core accept the offer. |
| The trio offers a saying in response, In the absence of truth, belief. With the lack of evidence, faith. Near the precipice of conflict, trust. The trio asks for belief in their [path], faith in their [trick], and trust in their [balm]. |
| There is no reason in faith, young core, only that you believe. |
| The trio wishes for the dungeon to reassimilate the [Pandora] monster back into [divine ash] and take it as a sacrifice. The [Clef-Footed Smith] dislikes the price but understands the necessity of the action. |
| [The Old Key] The Old key that opens the Old Lock. |
| Note: Verbal requests are unnecessary. |
| Form Type(s): Mound | Primary Structure: N/P | Secondary Structure: N/A |
| Material(s): Bronze, Steel, Iron, Copper, Gold | Energy Provider: N/P Energy Storage: N/P | Non-Essentials: Assorted Parts |
| Device(s): N/P | Primary Movement: N/P Primary Manipulator: N/P | Expected Result: Wandering Rubbish. |
| Acknowledged Form Type: The overall shape description of which the creation is formed. Example: Humanoid, quadrupedal, Avian. Material: The ingredients that compose the creation, the best for a particular purpose will be used. Examples: gold for wiring, steel for chassis, and copper for thermal applications. Devices: The list of already assembled devices being utilized. Example: Excavation limb, Bladed Limb. Primary Structure: The main structuring of the creation. Example: Primarily humanoid, primarily quadrupedal. Secondary Structure: The secondary structuring of the creation. Example: Uses elements of the humanoid form. Energy: The method by which the whole creation generates/stores power to function. Example: Steam Power, Electricity Non-Essentials: Additions that are not necessary to the creation''s function. Primary Movement: The method by which it moves: Example: Legs, tentacles, treads. Primary Manipulator: The method by which it interacts. Example: arms, tentacles. |
| Infernal Attribute: Unlock: 25% |
| Level 6 Requirements Place 25 rooms (25/25) Enable the internal creation of a tier-one exotic material (0/1) Create a tier-two tinker monster (0/1) Acquire 15 different monsters (14/15) Purchase and use ''Lesser Land Subsummation'' (0/1) (Optional) |
| Land subsummation allows for the dungeon to exert influence outside of the dungeon, not being entirely under its control but also allowing it to alter aspects to its desire. Some level requirements will have optional objectives that will reward the dungeon if they are fulfilled. |
| In the long run, it can cause special flora and fauna to be produced, alternatively, if the effect causes living things to wilt and die it can attract the elemental forces appropriate to the dungeon''s theme. |
| No. |
| Exotic Material Creation: Exotic materials are material items formed from precise mana-heavy conditions that allow various materials to reform into more different ones with additional properties. This process is typically done in areas close to older dungeons or less traversed areas, however, the entire process can be accomplished by compressing mana into an object. |
| Negative, the process is too precise for the core''s level factoring in the core''s intelligence, the dungeon will need to use a theme-interactive tool called a ''Tier 1 Exotic Catalyst''. This machine may be integrated with existing room spaces to generate various exotic materials daily. The machine may be purchased from the store. |
| Tier One Examples: Catalytic Copper, Zenith Zinc, Blastite, Imbued stone, Imbued lumber, Imbued water, Assorted imbued flora. |
| Partially, if the dungeon receives any of these materials in sufficient amounts it will be granted a one-time upgrade. This rule applies to any exotic materials produced by the dungeon. |
| Accelerated Evolution-750 DP | Trades the hobgoblin''s unique adaptation ability for the chance to create new hobgoblin species when enduring unsuitable conditions. |
| Terraforming Spore Production-1500 Dp | Removes their adaptation ability and replaces it with terraforming spores capable of transforming unsuitable environments into prime hobgoblin ones. |
| Non-Magical Adaptation-250 Dp | Allows better adaptation to non-magical phenomena. |
| Magical Adaptation-300 DP | Allows better adaptation to magical phenomena. |
| The Hobgoblin King- 500 Dp | Allows for the creation of a special hobgoblin king. |
| They are what they eat- 500 Dp. | Allows hobgoblins to consume biomass for the chance to absorb a unique physical trait originating from the consumed organism. |
| The [exotic catalyst] requires a precise floor to be affixed. Note: The catalyst''s efficiency is affected by floor level, the higher the floor, the better it will work. |
| Boss Rooms are ineligible for placement. |
| [Exotic Catalyst] Conditions (Primed) Materials (Ready) Hydrogen-bonding (Ready) All Systems are ready. Activate (Y/N)? |
| Printing Catalytic Copper... 0.1% complete. |
| Tier-Two Exotic Materials Unlike the uncommon but natural tier-one materials, tier-two is almost entirely artificial, necessitating the service of a skilled alchemist or blacksmith. Examples: Alchemical Blood Iron Savage Bronze Imbued Minerals Treated Imbued Lumber Alternatively, the [Tier-Two Exotic Catalyst] can be purchased for 2000 DP. |
| Negative, creating tier two materials requires a level of mana control not possible in creatures that do not benefit from the system. |
| Only [soul-bearing] entities benefit from the system in the manner necessary to create exotic materials, [dungeon-born] are not [soul-bearing]. |
| The system is unaware of any outside tampering with the dungeon¡¯s previous existence, it has no observable effect on the dungeon, and the system assures the dungeon that everything is fine. |
| Random Low-Tier Monster- 15 DP Monster level 1-10 | Random Special Monster- 200 DP Monster level 1-100 |
| Random Medium-Tier Monster- 30 DP Monster Level 20-50 | Random Environmental Critter- 5 DP Aesthetic Purpose |
| Random High-Tier Monster- 150 DP Monster Level All levels 51 and above. | Random Functional Critter- 5 DP Functional Purpose |
| Random Existing Monster Variant- 120 DP Level Dependent on Monster. | Random Miscellaneous plant life- 5 DP Large packets of assorted plants. |
| In a manner of speech, yes. |
| The reason for the price adjustment is due to several factors, the majority of which are unavailable to the dungeon at this moment. What is available is that with the increased level of the dungeon, the state of [planar malleability] has decreased, necessitating more DP to perform the standard level of various tasks. |
| Contributing factors are currently unavailable, ask again at a higher dungeon level. |
| Notice Individual: Arthur Nightingale has been detected with increasingly dangerous levels of demonic corruption. Current Amount: 35% |
| Expediting Explanation... Corruption makes mortals more demonic, eventually leading to blood sacrifice and demonic incursion. At present it should be no more than heightened aggression and thoughts of violence. |
| Expediting... It is not guaranteed, it is however more likely the higher corruption grows. |
| Celestial threat retreated. |
| The previous enhanced warrior was still connected to Kannor, this particular one has been cut from their source of power. |
| Note: The paladin''s weapon is a separate relic and may be considered ''loot'' by the dungeon. |
| Moonlight Silver Stright Sword (Blessed) A straight sword made of moonlight silver, an exceptionally rare artificial metal crafted only by holy men and women who take up forge craft. The metal has superior cleansing abilities and synergizes well with celestial power. This particular blade has been given a minor blessing. |
| Absorb The Blade: The system will facilitate the absorption of the item, granting one free of the dungeon''s choice, a level five monster, five additional bonus rooms, three medium-level traps, or 500 DP. Will anger [Kannor] |
| Subvert The Blade: Allow the dungeon''s unique mana to subsume the blade, replacing the celestial energies within for the dungeon''s. This will grant it different abilities and allow the dungeon to form a contract with one consenting individual. This individual will share a connection to the dungeon not unlike that of a paladin. Will irritate [Kannor] Will entertain Rex Will promise to not retaliate. |
| Return The Blade: Return the holy blade to [Kannor] who will be forced to uphold [REDACTED] and not interfere with the dungeon and immediate associates. Will placate [Kannor] Will promise reparations in the near future. [Kruul] will appreciate this action. |
| As a celestial, [Kannor] is bound by the [REDACTED] to respect their defeat and will be unable to retaliate within a set period of one thousand years, provided the opponent responds appropriately. Absorbing the blade would constitute an insult and would allow [Kannor] to pursue the dungeon once again. The other two options will restrict [Kannor] as it is your right to keep the blade for yourself or to express the desire for peace by returning a rightfully earned trophy. |
| Indeed. |
| 1lbs of Catalytic Copper Exotic Metal High-level Conductivity Rust Resistant Alchemically Compatible |
| Low-tech Chemistry ModificationsThis story has been stolen from Royal Road. If you read it on Amazon, please report it Allows for simple, low-level, modifications to existing blueprints, granting differing benefits and abilities. Increases cost and upkeep of modified blueprints. Altered blueprints will not be retained and must be manually remade if lost or forgotten. |
| Tier one exotic materials lack the magical potential and usage of higher tier materials to given varied options, previous situations involved metals of higher tier than catalytic copper. |
| Entity [Kruul] wishes for their servant to be returned, however, as the dungeon is the highest authority of the winning side that defeated the servant in question, it is up to them to decide their fate. Entity [Kruul] will respect honorable decisions. |
| Indeed, the death of the captured individual would grant [Ashes of the Faithful]. This may be redeemed for 100 DP or a level 1 perk. |
| Infernal Corruption: 50% |
| Entity: [Kruul] is thankful for the mercy; however, he requests that a [Blood Debt] be established. |
| For sparing the life of his servant after true combat, the servant in question owes the dungeon their life, or something equivalent. Due to prior agreements of [Kruul], he is required to pay it back on his behalf as he is now the servant''s immediate superior. |
| Entity: [Kruul] accepts the statement but advises to not judge Entity: [Kannor] too harshly as [Kannor] is affected by [REDACTED]. |
| Negative, [Kruul] is offering two boons upon the dungeon. [A Game of Shapes] - Structure and [Tempering] - Perk |
| A Game of Shapes There were once two brothers in a field of shapes, one built a sword, and the other built castles. "With this blade, I will cut until none exists that can be cut." "With my castles, I shall endure Eternity and Infinity." And so they came to blows, their war with one another, fighting, arguing, and testing one another''s path. Stand a give tribute to the brothers, and reenact their war of swords or castles. |
| Tempering "While you shall never know the sensation, the rush, of war and open conflict, your monstrous creations will. So, I shall grant them the boon I often give to my faithful, but much like my faith you would do well to not mistake power and the chance at it." The more a monster fights, the better it becomes. |
| The dungeon has been given knowledge unsuited to it; however, the System is currently unable to resolve the issue. |
| The Dungeon Level is too low. |
| Affirmative. |
| The human and half-elf were correct, the act of exposing a developing fetus to large amounts of magic will indeed enhance the child, however, such a process has the effect of aligning it with the mana type it was exposed to. |
| Negative, the only result is that the offspring will have a strong magical attachment to earth magic, ferromancy specifically. |
| Congratulations! The core has fulfilled the requirements to advance to level g! +1 floor limit Added gross mana production to base production. +1000 mana storage +1 level 6 perk choice +1 focusing choice. +1 level 6 monster choice* +15 DP for leveling up. *Requires choosing a perk and focus choice before being available. |
| Level 6 Perks Intelligent Design: Sapient machines will receive a minute increase to overall abilities, non-sapient machines will now have the ability to better recognize patterns and coordination. Minor Elemental Contract: Allow minor elementals to form in applicable areas. Can only form on level 6 and below. Functional Ambience: Creates and utilizes ambient dungeon additions to decrease overall upkeep by a small amount. |
| Focusing 6 Mechanical Focus 6: All future choices will be mechanical in nature or association, unlocks the ability to convert one blueprint into a mechanical alternative for 10 DP per level of the blueprint. Reward Focus 1: Allows the dungeon to grant rewards on certain actions. Synergizes with [Puzzle Rooms 1]. Outrider Focus 1: Allows future options to have the chance of having the [Outrider] trait. This trait allows the monster to leave the dungeon under orders. |