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Dagon, Dungeon evolved
7 - Safety First

7 - Safety First

I missed out some links in the last Chapter. Do reread the last chapter for those who are keeping themselves as loyal Dungeon Crawler.

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“ASSHOLE”

“I wish you are an adventurer player and i would PK you until you are back to level one.

“I will destroy your Dungeon Core.”

“I was so close to leveling up.”

“...”

“...”

The complaints and laments went on for over 20 minutes.

It was oddly music to my ears.

In the meantime, i set more Tumbleweed together. It took 2 rollover for tumbleweed to kill Alex. it hit him, saw that he was still alive and rolled over him again. According to his complaints, it came out of nowhere and it felt like a truck hit him, noticed that he is not dead and rolled over again just to make sure.

That 100 attack is not for show. Although, for the future, there might be some issues, Players and NPC who enters in the future may be too strong for the Tumbleweed. 2-3 hits and it will be down. The 100 HP can only do so much but that is for the future anyway. For now every kill counts.

The Outpost has been completed. The Mercenaries Guild will now start dispatching NPC parties, Gatherers and Adventurers.Charisma +5Current NPC Party Ranking dispatched : G

A NPC Party (G) has entered your dungeon.Rogue, Swordsman, Cleric, Archer(Leader), Mage

“Ok People like we planned. According to Dave and Jace’s intel, we need to be careful not to fall asleep. Watch the… Wait,this plant was not in the intel. The Dungeon must have leveled up again. Double alert now. Every step needs to be careful now. Rogue, be ready to just back for cover at any moment. Swordsman ready your shield at times. Cleric and Mage, you know what to ... *thump*”

*pffft*

*A low snickering can be heard echoing around the Dungeon.*

The journey in for the NPC was rather interesting. They handled the Tumbleweed quite well. I really wanted to eat some popcorns while watching them travel in my Dungeon, but as you know it is rigged and that would pretty much spoil the fun.

There were many near misses for them. Once, the rogue tripped just at the corner and activated a sensor, sending a Tumbleweed rolling over her. Just as the first Tumbleweed passed her and the second Tumbleweed was about to reach her, the swordsman blocked the first Tumbleweed in its tracks and blocked the second Tumbleweed. 0.1 second late and that would have landed on her. After some long ranged attack on the second Tumbleweed, she was finally freed. If they had destroyed the one in the front first, she would have been killed instead.

The Leader somehow or rather kept tripping. I know that with the in effect they would get caught in status effect. But the Leader falling all the time just hit the spot for me. By the time they reached the 2nd room, his face was all red and twigs and leaves were all over his hair. He gave up removing them. Who could blame him? In a span of 15 minutes, he alone fell 22 times while the others fell 4-5 times only.

What i really did not get was that as an Archer, half the time you stand at the back. The one that should trip more would be the Rogue and Swordsman. They are the ones that have to actually keep moving. Just how and what kind of luck would he have to end up that way.

Room 1 and room 2 were easy for them. They pretty much cleared it with their team work. They had a little trouble with room 3 from the Flower of Fragrance. Some of the Saplings were not rooted when they arrived in Room 3, it created a long distance attack that made them all move around. As they ran around to dodge the roots, they activated the Sensors which caused the Flower of Fragrance to run about. Making the NPC more susceptible to Status effect. Which resulted in more tripping and slow from sappers and near misses and near deaths at Chompers.

-NPC’s view-

Mage - “Shit. are we going to fall here. We are tripping and starting to fall asleep. The healer is not able to keep up with the healing and dispelling already.”

The story has been stolen; if detected on Amazon, report the violation.

Leader - “Anyone on the verge of falling asleep or feeling sleepy yet?”

Swordsman - “Me. I am barely able to stay awake thanks to my Fortitude. Bearing the brunt of most of the attack is starting to take it toll. I suggest we fall back and rest.”

Rogue- “I am nearing my limit too. The smell of my favourite food is baconing me.”

Leader - “Lets harvest 3 more Flower of Fragrance before we portal out of here. Is that fine for everyone?” *thud*

*A low snickering can be heard echoing around the Dungeon.*

“Fine.”

Seriously, the Archer just keeps falling. He is falling 4 times as often as the others. Can’t any of them just die to the traps i set. Even if they escape my traps, I need them to reach the boss for me to win some bonus evolution points. Other Dungeons according to the forums already have at least 10 kills by now and i only have 2 kills and 1 captured. Pity that my Dungeon is not deadly enough.

2 minutes later…

Ahhh… and they are gone. At least they gave an interesting show. I just need 2 kills. Why are they not coming. Why!!!!!

As an Adventurer player, you hunt to get exp for leveling up, you get rewarded for what you do. It is just the difficulty and the amount of exp increases as you level. However, for a Dungeon player, you wait for prey to die to get exp. Meaning you get rewarded for what you prepare. Relative to what people call as “Idle games”. All you need to do is set up, wait, level up, set up more and wait. The cycle keeps repeating until you become too strong for the game. To combat that, The NPC has been granted survival instincts. Meaning that they would escape when they think it is too risky for them to progress on. That limits the ability to grow too fast for Dungeons.

Adventurers enters a Dungeon and kills mobs to level up, Dungeon Kills Adventurers who enter. But the number of Adventurers and Dungeons would not match up. To compensate that, the NPC Party is born and thus the day is saved.

There is a simple reason as to why there is a high number of Dungeon Players. In the later stage of the game, Dungeon players can make Avatars for themselves according to the developers. That greatly increased the desire of Players to choose Dungeon. I was one of such as well. It was a good trade off from my point of view. 2 different game play in one game, why not.

*ring- ring*

“Sup Xavier, what is the loot drop that you have? Any Equipments?”

“Let’s see, i have Leather Helm, Leather Boots, Leather Armor,Cloth Leggings and Copper Dagger. Not to mention coins.”

“You gained the ability to enchant yet?”

Perplexed i asked.“Nope. Why?”

“What a waste. And here i thought there is a way to make good money. Kill your monsters, get gear and sell them. With you as my trap sensor, i can hunt your monsters without dying to traps. All the other Dungeon players are annoying as shit. They pack tons of stuff that kills you in 2 rooms or so. What is your NPC Party ranking by the way.”

“Rank G. No NPC died this round either. They reached room 3.”

“Good. Very good. This means your Dungeon is still safe.”

“Safe?” Once again i am perplexed.

“This just came in from the forums, some Dungeons just died. They over stuff the first few rooms and killed too many too fast. The NPC kept sending stronger and stronger NPC each time. As you know, it cost mana to summon new monsters and the way to gain mana faster is by killing. Also, killing gives you Evolution Points. But what if the NPC is killing faster than you Summoning? Even if you can summon Better and Stronger monsters each time, how many waves of NPC can you stop?”

After some thinking, i finally replied. “So is there any ‘good’ Dungeons out there that survived that assault?”

“So far, no. The tactic works to gain as much Evolution points as fast as possible. But it also means that your NPC rank goes up very fast. But you know, the turtle beats the hare.”

“There is the Energizer Bunny.”

“You are still too short. 5 rooms only. It does not go on and on and on and on. You are just Supervolt.”