《Dungeon of Lights》 -Prologue- The End A single point of light floats in darkness that seems to go on forever. Vast ruined shards of rock float through the eternal night in clouds of cooling gas as the horizon of reality itself- once so far beyond imagination gradually closes in. There were other small lights before long ago, but those lights have long since Disappeared though the light knows not where. The small mote of shining brilliance is the last light in this dying place. The end is not far now. When the edge of existence finally ceases closing in the light will cease to be. Not death no- simply oblivion. It watches, as much as any such being can be said to see as oblivion closes in. Then, very suddenly the light disappears.
| Unclaimed Soul Found |
| Establishing Link: World Link Successful |
| Initiating Soul Naturalization Process |
| Scanning Soul... |
| System Not Found: Installing System... |
| System Installed |
| Memory Status: Present |
| Initiating Memory Erasure... |
| Please select a starting race for your dungeon! |
| Race: | Description: |
| Imps | (unavailable due to lack of demonic taint) Small, petty, and frail Imps are the weakest of the family of monsters often referred to as demons. Ferocious scavengers from the thousand hells Imps are vicious fighters. No relation to Daemons, or Devils. |
| Rotting Zombies | (Unavailable due to extreme heat/lack of rotting material) Smelly, slow-moving, and overwhelmingly stupid rotting zombies are the weakest form of undead lower even then wisps. Rotten Zombies are only a threat as they come in enormous numbers. Any killed bya zombie will rise from the dead to join the tide of rotting flesh. Fairly flammable, tend to rot to nothing over time. |
| Slimes | (Unavailable due to extreme heat/lack of moisture) Squishy, weak, and slow slimes are simple scavengers and the distant ancestors to jellyfish and sea anemones. While not very effective in direct combat acid, and extreme adaptability makeslimes nonetheless dangerous. Can eat literally anything, or even subsist on only water and ambient mana. Slimes are resistant to physical damage but are easily killed by damage to their core and initial forms do damage slowly. |
| Giant Rats | (Unavailable due to lack of food/lack of water/extreme heat) Small, frail, and weak giant rats are sewer scavengers but can be found anywhere people are if you look hard enough. While not very durable rats are fast and numerous breeding very fast and attacking with sharp teeth and claws. Rats can eat almost any organic substance but are voracious. |
| Name: (None) | Race: Dungeon Core |
| Area:?15m^3 | Level: 1?(0/1000 exp) |
| HP:??100/100 | MP??1000/1000??5/30 days |
| Floors: 1 | Rooms: 1 |
| Traps:?(None) | Monsters:?(None) |
| Traits:(None) | Rank: (None) |
| Skills: | Description: |
| Increase AreaThis content has been misappropriated from Royal Road; report any instances of this story if found elsewhere. | Add more area to your Dungeon for MP An area must be added to the dungeon before you can build or Excavate there. |
| Create Floor (Basic) | Creates a floor for 100 MP x floor number |
| Excavate??(Basic) | Excavate an area for 1 MP x cubic meter |
| Trap??(Basic) | Allows the creation of basic traps for MP (pit,spike) |
| Create Entity??(None) | Create available flora, or fauna from MP (None) |
| Create Treasure?(Basic) | Create available treasure from MP based on value/current floor |
| Create Object???(Basic) | Create simple objects and liquids from excavated materials or Basic materials for MP |
| Create Object???(Basic) | Create simple objects and liquids from excavated materials or Basic materials for MP Current liquids: Water, Magma |
| Species: 1/257 available | Description: |
| Manashroom??(5 MP) | A common species of mushroom found growing anywhere warm with mana, and water. These glowing mushrooms are a common ingredient in mana potions. Costs 5MP fora patch of manashrooms, grow slowly. |
| Manashroom (5 MP) | A common species of mushroom found growing anywhere warm with mana, and water. These glowing mushrooms are a common ingredient in mana potions. Costs 5MP for a patch of manashrooms, grow slowly. |
| Flora: Moss, herbs, mushrooms- as the basis of an ecosystem or just decorations Flora can provide concealment for monsters or traps while adding flavor to an environment. Certain flora is highly sought after and can be used to entice adventurers into entering your dungeon. Flora is a living part of the dungeon and increases mana regeneration. |
| New Flora Added through Evolution! Wisp Thread (4575MP) | An unusual descendant of the common Manashroom, Wisp Thread is an unusual hair-like fungus that has adapted to life in mana-rich hot springs. A rare potion ingredient only found in springs with little other life to compete against, these glowing threads are highly sought-after for use in potion manufacturing. Wisp Thread requires a great deal of mana to grow, and will die if the original stalk is taken. Costs 4575MP per original stalk.Support creative writers by reading their stories on Royal Road, not stolen versions. Care must be taken when placing Whisp Thread as it is very valuable and can easily lead to a rush of fortune-seeking adventurers assailing any dungeon discovered to contain it. |
| ... |
| Wytches Lantern (100MP) | A strange species of fungus found growing only in the deepest of caverns, Wytches Lantern gathers mana in it''s single large glowing fruit. Oddly, the fruit does not contain spores or seeds, but rather a sticky honey-like substance often called Lantern''s Oil that serves little to no apparent purpose besides the further collection of mana. The fungus reproduces by spreading it''s black tendrils along the rock and growing new stems. Wytches Lantern costs 100MP per stalk to create, and requires mana to survive. Wytches Lantern is an unusual yet effective light source for a dungeon |
| Slag Stalk (20MP) | Often found by miners in the deepest, and warmest reaches of the earth, Slag Stalk shines with a strange harsh Ultraviolet light that other Fungus love. Named for the mushroom''s tendency to collect metals in it''s stalk to strengthen itself the dense mushroom is avoided by herbivores due to a high chance of containing toxic heavy metals absorbed from the surrounding rock. Slag Stalk was originally named by dwarves as it is most commonly found around solidified deposits of molten metals. Slag Stalk costs 20MP per mushroom cluster. Requires high-grade ore/slag to grow. While not very valuable, Slag Stalk can be used by Dungeons, and Adventurers alike to increase the growth rate of nearby fungus. |
| New Dungeon Trait Acquired! |
| UnnaturalSelection:Through the concentration of available mana, and manipulation of the environment it is possible to influence the evolution of an organism in the dungeon. This process becomes more difficult the more complex an organism is, and may kill the subject if handled poorly. Grants basic insight into traits of possible evolutions. |
| New Material Ward Stone:A strange heavy incredibly durable form of stone rarely found in certain ruins, Undead and other creatures of black magic act as though they cannot sense those standing on ward stone, nor remember them. Thought to demark an area as protected or sacred in ancient times plants will never grow on it. Occasionally used in dungeons to create ''safe zones'' though traps can still be placed. 20MP a square meter |
| New Material: Ward Glass:A extreamly rare form of enchanted obsidian, Ward Glass shows many similar properties to Ward Stone but cannot be crossed by monsters up to a height equal to thelongest side of the Glass forming the Barrier. 30MP a square meter |
| WARNING: You have exceeded the (200) meter z valuefor -Floor 1-(-1700, -1500) by (14) meters additional construction will require the purchase of an additional floor. (200mp) |
| WARNING: You have exceeded the (200) meter z value for -Floor 1- (-1700, -1500) by (0) meters additional construction will require the purchase of an additional floor. (300mp) |
| New Material: Primal Fire mana crystal. Burning with a brilliant internal flame these shards of gemstone are imbued with immense quantities of fire mana and can only be found in the hottest places far underground. Costs 50mp a cubic cm. |
| Unclaimed Soul Found |
| Establishing Link: World Link Successful |
| Initiating Soul Naturalization Process |
| Scanning Soul... |
| System Not Found: Installing System... |
| System Installed |
| Memory Status: Present |
| Initiating Memory Erasure¡ |
| Title Gained |
| Watcher of Oblivion You have seen the end of everything, yet it was not your end. You remember the death of your world, and the mark it has left cannot be erased. |
| Status |
| Name: Nameless Dungeon Core Titles: Reincarnated, Watcher of Oblivion Race: Dungeon core Traits: (no traits) Level: 0 0/100exp HP: 50/50 +10/day MP: 1000/1000 +50/day DP: 0 |
| Skills (blocked until starting options are selected) Dig -1mp/cubic meter Build menu-variable (insufficient level) Trap menu- (no traps) Flora menu- (no flora) Fauna menu- (no fauna) Object menu- (no objects)- Access shop- (insufficient level) Move Room- (insufficient level) Move Object- (insufficient level) Move Core- (insufficient level) |
| Dungeon Core: A naturally occuring living mana stone that constructs, controls, and maintains a Dungeon. Dungeon cores refine and purify the mana of an area preventing buildup, and corruption. The core of a dungeon is extremely valuable due to its inherent magical properties. |
| Dungeons: Mysterious and varied structures most often created by Dungeon Cores, the treasures inside lure many to their doom. Dungeons often contain traps, and monsters as well as unique flora and fauna all guarding the core. |
| Please select starting location. |
| Vogen Desert | Dry and desolate, the sandy Vogen Desert cuts through the center of the continent. |
| Please select three traits for your Dungeon. |
| Monster loyalty | Monsters that originate in your dungeon are eternally loyal and will never willingly betray you. |
| Monster Cores | All monsters start with an internal core for free. Monster cores allow monsters to grow as an individual, and move beyond the dungeon as well as being substantially valuable. Increases evolution chance slightly. |
| Basic Trap knowledge | Start with knowledge of more advanced traps for free. Tier two traps: Retracting spikes, Dart launchers, pressure plate, collapsing floor. |
| Ecology | Monsters, Flora, and Fauna will attempt to form a functional ecosystem preying on and competing against one another. Significantly increases individual strength, and evolution chance at the cost of creatures consuming one another, and no automatic respawn. Significantly increases odds of successfully forming an ecosystem. |
| Basic Enchanting | Start with basic knowledge of simple enchantments for free. Allows for the creation of simple trap runes: throw stone, throw fire, emit water. |
| Basic Treasures | Allows creation of basic currency without requiring a sample. Allows creation of basic gemstones and precious metals without requiring a sample. Allows creation of all Tier I spell books without requiring a sample. |
| First Boss | Elevate one monster to a boss monster for free. Boss monsters gain a free evolution and are much stronger then normal, boss monsters may be set to guard an area, or to roam a floor. |
| Monster Naming | Ability to name monsters, making them unique, enabling individual respawn, and substantially increasing power and intelligence. Named monsters limited to dungeon level/number of named monsters, nameing monsters costs DP. This function can be bought later in the shop at significant cost. |
| Please select a starting monster for your Dungeon. |
| Imps | (unavailable due to lack of demonic taint) Small, petty, and frail Imps are the weakest of the family of monsters often referred to as devils. Ferocious scavengers from the thousand hells Imps are vicious fighters if tiny. No relation to Daemons, or Demons. |
| Rotten Zombies | (Unavailable due to lack of corpses) Smelly, slow-moving, and overwhelmingly stupid rotting zombies are the weakest form of undead lower even then wisps. Rotten Zombies are only a threat as they come in enormous numbers as any killed by one will rise from the dead to join the tide of rotting flesh. Fairly flammable, tend to rot to nothing over time. |
| Slimes | (Unavailable due to lack of food/lack of water) Squishy, weak, and slow slimes are simple scavengers and the distant ancestors to jellyfish and sea anemones. While not very effective in direct combat, slimes acid, and extreme adaptability makes them nonetheless dangerous. Can eat literally anything, or even subsist on only water and ambient mana. Slimes are resistant to physical damage but are easily killed by damage to their core and in their initial forms and do damage slowly. |
| Giant Rats | (Unavailable due to lack of food/lack of water) Small, frail, and weak giant rats are sewer scavengers, but can be found anywhere people are if you look hard enough. While not very durable, rats are fast and numerous, breeding very fast and attacking with sharp teeth and claws. Rats can eat almost any organic substance but are voracious. |
| Biting Weed | (Unavailable due to lack of soil/lack of water) A small carnivorous plant with biting mouths filled with glass-like teeth. Spread and evolve quickly becoming an infestation. Biting weeds are flammable, and their teeth break easily. They are often found in swamps, and eat anything they can keep a hold of. |
| None | Gain two free flora, and one free fauna from the shop. Evolve natural creatures into your own monsters. Risky and takes time. |
| Dungeon Starting Options Selected. |
| Trait Gained: |
| Monster loyalty Monsters that originate in your dungeon are eternally loyal and will never willingly betray you. |
| Trait Gained: |
| Monster Cores All monsters start with an internal core for free. Monster cores allow monsters to grow as an individual, and move beyond the dungeon as well as being substantially valuable. Increases evolution chance slightly. |
| Trait Gained: |
| Ecology Monsters, Flora, and Fauna will attempt to form a functional ecosystem preying on and competing against one another. Significantly increases individual strength, and evolution chance at the cost of creatures consuming one another, and no automatic respawn. Significantly increases odds of successfully forming an ecosystem. |
| You have two free flora, and one free fauna in the shop. |
| +100exp you are now Level I |
| First level traps unlocked: falling rock, spikes, pit |
| Build function unlocked, Dungeon shop unlocked, Move room unlocked, Move Object unlocked, Move Core unlocked. |
| 1000DP gained! |
| Build: |
| Create Room | Dig out a room. Size, shape, materials, and chosen room type alter cost |
| Create Floor | Create a new floor of the dungeon for 500DP x number of current floors |
| Build Structure | Create pre-made structures or freely build new ones using MP |
| Designate Area | Designate boss area, subfloors, sub-rooms, biome (NEW) |
| Claim Area | Claim existing area for MP. Area must be claimed to build there |
| Alter Material | Change existing material to a different material for MP |
| Claim area immediately surrounding entrance, and small cave for 300 mana? | Yes / No |
| Claim small sandy cave for 5 mana? | Yes / No |
| Claiming area above ground costs 5x standard price due to lack of enclosure. Space occupied by rocks, dirt or other solid substances, or gaps of less than two meters are automatically claimed when building a room on their location. |
| Available Shop Flora: |
| Dungeon Lichen 20DP | Part algae, part fungus this colonial organism roots on any solid surface and subsists on ambient mana instead of light. Though edible Dungeon Lichen contains too few nutrients to serve as food for anything larger than mice. Costs 5MP for every five patches of spores past the first one. Found on rocks, walls, and ceilings in Dungeons everywhere. |
| Manashroom 50DP | A simple mushroom found anywhere warm with enough mana. These gently glowing mushrooms are a common ingredient in mana potions but grow slowly. Costs 5MP for a patch of manashrooms. Manashrooms grow faster in moist environments. |
| Sand Lichen 5DP | A species of Lichen that subsists off ambient heat and mana rather then light. Sand Lichen can be found under rocks in deserts everywhere. Edible but tastes like sand. Costs 5MP for five patches of spores. Hates light. |
| Shop Purchases added to Flora: Sand Lichen, Manashroom, Dungeon Lichen. |
| WARNING: You are exceeding the (200) meter z value for -Floor 1- (-12, -212) additional construction will require the purchase of an additional floor for 500DP x 1 Purchase second floor? |
| Yes | No |
| Designate -Floor 1- as ¡®Entrance Hall¡¯ for 200MP?Entrance areas are safe zones that grant bonuses to the dungeon. Entrance area cannot contain traps or monsters and do not count towards floor number | Yes | No |
| Special Room Added: Entrance hall (Scale -Floor-) A smooth limestone entrance hall to an unknown dungeon. Safe area. Entrance Hall upgrades unlocked. |
| New Materials added: |
| Copper: A basic ductile metal with numerous uses. A good conductor of heat and electricity as well as being useful in the construction of metal goods, and alloyed materials. |
| Malachite: A shiny green ore of copper often found in Sedimentary stone. Pretty, and semi-valuable on its own. |
| Chrysocolla: A bright green or blue semi-precious stone commonly found in veins of copper ore. Used in jewelry and mana storage devices. |
| Fluid materials: None |
| Purchase material Water from Dungeon shop for 50DP? | Yes | No |
| Room Upgrade: Water source Lakebed 200DP Generates water to ensure the lake is always close to the intended level at the cost of mana. Excess water from watershed will be converted back into mana to maintain set water levels. Ecology- Unlocks seasonal variance, and flooding option. |
| Lakebed: Mana evaporation rate: [fast], medium, long Water source flow rate: [low], moderate, high, extreme |
| Move core to [Lake Room] for 50MP? | Yes | No |
| Dungeon Core moved to area of critical mana density! Warning: Mana Overload! Initiating release of excess mana! +1400XP you are now level five. 4000DP gained! You have added flora to your dungeon, An ecosystem can now form! +100XP +100DP Room: Lakebed has become the dungeon core room and unlocked new upgrades! Skill: Mental form I unlocked at level five due to dungeon actions! |
| Core room [Lake] Available upgrades: |
| Core Room Upgrade: Oasis 1000DP Unlocked by starting biome: Desert, highest water element concentration in region, Ecology This core room is the only source of water in the desert for at least twenty kilometers. Life flourishes in this tiny patch of paradise. Increases growth, and evolution of living organisms in ecosystems fed by this source. Unlocks further upgrades |
| Upgrade Water source to Elemental Mana Conduit 0DP Unlocked by Core Room Upgrade Current element: Water. Mana conduits gather mana and can store it for later use. Conduits can be used to siphon mana to the core without requiring the core to remain on the lowest level of the dungeon. Elemental mana conduits with sufficient mana stored may over time generate magical anomalies. |
| Mana-enriched water 0DP Unlocked due to extreme concentration of local mana WARNING: Enriched water may siphon off local mana! The waters are filled by life-giving mana promoting healing, and regeneration. Mana rich water is a common ingredient in potions. |
| Mineral-enriched water (copper) 200DP Unlocked due to copper ore content of surrounding rock WARNING: Contact with Mineral rich water increases damage from lightning attacks! This water is full of minerals from the surrounding rock. Grants slight regenerative properties and promotes growth of living organisms that make use of these minerals. |
| New Entrance Upgrades unlocked! |
| Two entrance upgrades have been locked! |
| WARNING: Dungeon core must have accessible path from the dungeon entrance! |
| New trap added: Puzzle door. 500MP x current puzzle doors |
| New trap added: Weight Sensor. |
| New room Templates added: Ruined storeroom, Simple ruin hallway |
| New Objects added: Sealable copper barrel, stackable copper bins |
| New trap added: Slamming door, Pressure plate |
| New Dungeon Template added: -Strange Desert Ruins- Set template as standard for non-cavern portions of the dungeon? All newly created structures will automatically use the -Strange Desert Ruins- aesthetic for no mana cost. |
| Yes | No |
| New Room templates added: Single ruin bedroom Ruin Dorm room Ruin Chapel |
| New trap added: Room trap rotating room. Cost scales with size, requires power |
| Upgrade chapel trap: Rotating room to reset automatically for 20DP? Putting the trigger item back will deactivate the trap. | Yes | No |