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Chapter 4.4 – You Dirty Rat!

Alistair reviewed the prompt for the loot on the Red Creeper Vine, and was surprised to see that because the mana monster was immobile that it counted as a trap. Looking around, Alistair found the remains of a person. As he floated up to it another prompt came up.

Quest Location Due to adventurer having died here before the start of your Dungeon, this area has been designated as a location to create Quests. Press the selection below for the type of quests that this point will generate.Holy/Unholy ShrineTransform location into a small shrine dedicated to a God or Goddess of your choice. Mana will flow into the shrine from your dungeon and generate quest items, loot, and experience, a portion of that will be given to the God or Goddess of your choice. Based on your choice and how many quests are performed at the shrine the God or Goddess may grant you a bonus. Minions of the God or Goddess will generate the quests.The Dire Warning!Chiseled into the walls is a cautionary tell of the horrors that lay ahead. This location will generate a quest chain to kill the last boss of your dungeon. Advantages: Adventurers will be tempted by greater experience and reward to venture further in your dungeon coming against harder and harder creatures. If they have accepted this quest and they die, their memories, skills, or general knowledge will be added to your General Help Library. Disadvantages: As the quest ask Adventurers to continue on till they kill your last boss, it is possible that they may destroy the summoning circle and destroy the dungeon.Mini Boss LocationThe area becomes a secondary location for a mini boss. Choose a Mana Monster to become the mini Boss, the monster must have a Boss form. Upon choosing a monster, their loot table will increase to include a Magical Item and additional quest item to be placed in the summoning circle on this level. Advantages: Upon completion of the quest, a piece of knowledge from the Adventurer will be added to the General Help Library. Disadvantages: Large Mana Drain.Ghost of the Fallen Adventurer!Over the course of many years this location was imprinted with the memories and thoughts of the Fallen Adventurer. Her main purpose for exploring was in search of alchemy ingredients. The Ghost, manifesting with your mana, will tell the Adventurers how to brew a potion from ingredients in your current Mana Monster Loot tables. Advantages: Increases foot traffic and hunting in your dungeon. Should the Adventurer have any knowledge of Alchemy and die while on this quest, there knowledge will be copied to your General Help Library. Disadvantages: Can cause over hunting of a specific Monster, making it a large mana drain. Current Potions available: Fire Resistance and Burn Healing. Currently, the memories have a total of 32 potions known, not all will be to be accessed. To increase knowledge or create new potions create a Market.Increase the Summoning Circle’s level to unlock additional quests.

Alistair realized that this was one of the vital quest points in a dungeon. Most dungeons that he could remember had the Dire Warning quest, which when cashed in had a pretty nice reward. The problem with that option was that he didn’t have multiple levels and bosses for Adventurers to attack, and he didn’t know when he was going to start having Adventurers. The holy shrine was nice, but then again he was in charge of casting the mana, but the God or Goddess choose how much that would be. Still having a blessing by them would be great, but wasn’t certain when that would occur either. The mini boss was out of the question as he only had four monsters at the moment to summon. So as he looked at the final choice, and went over the advantages and disadvantages in his head. True, it would cause some types of his monsters to be hunted and he would spend mana regenerating them. However, he had mana to burn at the moment and it would keep Adventurers busy on the level without seeking his main boss. Selecting the Ghost option, Alistair sighed at the thought of it, a part of him wanted to press the shrine option just to see what it would have done. Oh well, he thought, maybe next time.

Alistair looked over his pack of Salamanders and started heading off down the tunnels to the Rat Swarm. The Salamanders seemed to be moving quickly as they passed all manner of tunnels. Finally, Alistair could hear a small chattering or squeaking of rats, but as they got closer Alistair realized that the little squeak or chatter was coming from not one, or ten, but several hundred rats. Alistair’s first time of seeing the swarm through the salamander’s eyes was scary enough for him to reconsider attacking it. Hundreds of rats climbing over one another; fighting, biting, licking one another in a massive mound made Alistair uneasy. Yet when his pack was finally spotted, the swarm quieted for a moment as hundred of rats beady eyes turned and looked at the salamanders. They began to swarm forward, like a tidal wave of filthy hairy vermin. In response, Alistair had the salamanders form a line and began biting at the lead rats as they closed in. While he had, the boss Salamander began using its Tail Slap killing several in one stroke.

However, the press of bodies began to overwhelm his Salamanders. Rats began falling over their dead pack mates coming forward faster and faster. Finally, the hair on the Rats began smoking as they got closer to the fire auras of the Salamanders. The Boss Salamander could no longer use its tail, so it bit and clawed at everything it could, trying to keep its head above the swarm. Three of the tiny salamanders had died in the press of vermin. The last one was under the belly of the Boss Salamander protecting its flanks by weaving under it. Fire finally started as the corpses of the rats caught on flame. The screeching intensified in terror as the vermin tried pressing against their brothers to get away from the flames, but were trampled instead. Finally as the hundreds turned to tens, a prompt popped up.

Event!You have captured a Rat Swarm!Today you have added to the list of creatures that can be found in your dungeon. Rat Swarm is now available for summoning. The Experience Points from the Rat Swarm is 45. Advancement of your spell mastery has increased by 4%. In order to evolve your creature you must reach Spell Mastery Level 5.

Congratulations! The Rat Swarm was a Wild Mana Monster in your dungeon. By clearing your floor of one of the mana monsters your summoning circle has gained in experience. Please view your summoning circle page for more information. Additionally, the Rat Swarm is made of natural creatures. The smallest number a Rat Swarm can be is thirty rats and at most five hundred. As the Rat Swarms patrol your tunnels, there is a chance that a rat will break off from the mana monster. When that occurs other mana monsters will take the chance to kill and eat it for experience.

Alistair dismissed the prompt and saw that the tiny salamander and boss salamander were eating the remains of the fight. Alistair took a chance and dismissed the possession spell. His body began to solidify inside the small clearing of burnt rat. The boss salamander looked up at him with its mouth full and Alistair gave it a pat on its head. The two survivors should be able to eat in peace Alistair thought. Before he could teleport back home another blue prompt came up.

You have reached level 5!By killing the wild mana monster Rat Swarm you have gained a level.When a Dungeon Demon Levels they get they following:Bonus Attributes to Spend:8Bonus Skill Points to Spend:7New Abilities Available:3Ability Points to Spend:1New Skills Available:2Ability Name:Fire AuraAbility Point Cost:1Ability Description:As part of your evolution into a Fire Mephit the Fire Aura provides damage to other creatures and resistance to the element of fire. Fire Mana will be attracted to your physical form and began flowing around your body purifying itself. As your body is constantly purifying the mana, it will gain resistance to fire damage. Creatures that get to close to you without Fire Resistance will burn up. Should someone attack you with fire mana it will likely heal you as your aura will absorb it. However, the aura can only absorb so much fire mana before becoming overloaded and hurting you. Lastly, since your aura is purifying fire mana, any attack using water mana will do extra damage by disrupting your aura and causing spiritual feedback.Would you like to gain Fire Aura for the cost of 1 Ability Point?YesNoAbility Name:WingsAbility Point Cost:1Ability Description:As part of your evolution into a Fire Mephit, wings will grow from your back and will allow you to fly in a fire mana rich environment. Later on should you gain Fire Mana Control (Master), you will be able to fly in all but the harshest environments. Currently, if you manifest yourself in your magma pools you can fly above them. Your wings will catch fire mana and began to form a fire shield around you the longer you are in flight. The fire shield will protect you from fire damage, until it is destroyed. When you land the fire shield will be active for 30 mins before disappearing.Would you like to gain Wings for the cost of 1 Ability Point?YesNoAbility Name:Fire Mana Control(Unskilled)Ability Point Cost:1Ability Description:As part of your evolution into a Fire Mephit, you will gain control over fire mana. Currently choosing this ability will allow you to cover yourself in flames during a fight or to throw a fireball. Due to the Unskilled level, you must use the refined fire mana in the air or what is trapped in your aura or shield. If none can be found you will not be able to use the ability. Additionally, you will have instinctual knowledge of the element of fire, boosting research for any item that requires the element of fire to be created.Would you like to gain Fire Mana Control(Unskilled) for the cost of 1 Ability Point?YesNoSkill Name:Trap ConstructionSkill Point Cost:4Skill Description:Trap Construction allows the user to manipulate the surround mana to shape, alter, create or destroy traps in their summoning circles area of control. The summoning circle will capture or release all mana needed for changes to take effect.Would you like to learn Trap Construction for the cost of 4 skill points?YesNoSkill Name:Runic OscillationSkill Point Cost:7Skill Description:Runic Oscillation is one of the hardest skills a Dungeon Demon can learn and master. Before the world or gods and goddesses were created, runes existed and through their use everything came to be. By using meditation and this skill the Dungeon Demon can gain profound insight into the use of Runes. Depending on his imagination the Dungeon Demon can control or alter almost anything through the use of Runes.Would you like to learn Runic Oscillation for the cost of 7 skill points?YesNo

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Thankfully, Herma and Alistair had talked about his choices for level 5. He went ahead and spent 2 points on Intelligence, Wisdom, and Charisma. Thankfully, a full blown headache didn’t occur again like it had when he did 4 points into one attribute. With two left over points, Alistair placed them in Dexterity and Constitution. Looking at his abilities, both Herma and himself agreed that he would take the most utilitarian ability available, and at first glance that looked like Fire Mana Control. However, as his newly increase intelligence worked for him, he knew having an ability, but with nothing to power it, the ability was useless. So he selected Fire Aura, and felt a small blaze of heat began to wrap itself around him. Part of him when he got to skills looked at Runic Oscillation and wanted to learn it right away, but Herma had said that it was a skill to be used over years of study and mediation. Hardune had fallen for the same trap of all powerful skill, only to realize that the first time he used it, it took him four months to fully realize one rune. So with his extra skill point he purchased an upgrade with his Dungeon Construction and then purchase his new skill Trap Construction. Information flooded his mind on how to create a town hall, market and upgrade some of his existing buildings. Knowledge of blacksmithing came to him, as well as, riddle making. It seemed that a trap was either physical or magical. The Physical part created traps by forging them in the forge, much like iron puzzle games. Whereas the magical traps required Alistair to forge an Iron Tablet with a riddle inscribed on it. Stepping threw his doorway to the pocket dimension Alistair hear the cries of laughter from children outside of his house.

Alistair opened his front door as two children ran pass him shouting at one another. The first child was a young elfish lad, green clothes tied about him in a flowing elvish style. He was apparently playing with a small dwarf girl as her feet echoed off the paved ground around the fountain. Herma appeared out of her house laughing at Alistair. “Well, you wanted the wild mana monsters. Now here they are. Joshin and Helga come here!” She said with a shout.

The two children looking to be around the age of ten came running over smiling. The boy gracefully bowed, while the dwarf girl with dirty blonde hair did an awkward curtsy. Alistair smiled and the boy brought himself back up. The boy spoke first, “My lord, we fought and lost to your noble self. How may we be of service?” And once again a blue prompt came up.

Event!A Soul has been Captured by You!When you defeated the Wild Mana Monsters, you gained control over the souls that were in them. Joshin and Helga were placed here by the God of Salurin to gain enough mana and eventually obtain rebirth as an elvish and dwarf child. Now that you control their bodies their fate is in your hands. You have several options to choose from:

Slavery: You gain complete control over the souls and monsters. As such you can have them evolve and go against Adventurers at a whim. The stronger the monster the greater the power your dungeon will gain. Once their monster bodies have died the amount of times set forth by Salurin, they will be freed and born into the world. Because of their enslavement, their souls will naturally seek out your dungeon to destroy it.

Freedom: By selecting this option you allow the souls to leave your pocket dimension and find a different mana monster to be born into. Of course without defense or a body, any dungeon demon that stumbles across them will have the option of enslaving them.

Birth (Unavailable): By selecting this option you allow the souls to leave your pocket dimension and be born into the world using your dungeons mana. This will weaken the soul as it has not built up the requested mana and had the experiences to understand the world. Each soul requires 300 mana to be born and should their bodies die before the age of five, the soul will return to you.

Citizenship (Unlocked): The God Salurin heard you talking with Herma and has unlocked this option for you. The Souls of Joshin and Helga were ordered to be reborn into a Mana Monster 30 different times. By being born, dying, and reborn again prepares the souls for the trauma of living in a sentient body and then dying. Additionally, the gain the will to survive by the constant battling. By choosing to protect them, but also give them up when they choose to leave; they will gain a stronger survival instinct and respect for your dungeon. Since, they have free will in their development they can choose any Mana Monster in your dungeon to inhabit. Their souls will naturally gain the mana needed to be born in elvish or dwarven form, once they die and are ready to move on; God Salurin will provide you with new souls. When they are born into the world they will feel the draw of an Adventurer and should they choose to become Adventurers you will gain 0.1% of all free mana they gained from killing mana monsters.

What option would you like to choose for Joshin and Helga?SlaveryFreedomBirthCitizenship

With a smile on his face Alistair choose to make Joshin and Helga citizens of his pocket dimension and dungeon. Alistair saw two prompts come up before the children. With eyes wide with innocence and joy the children dismissed the prompts and went back to their play.