"ok! Now that you have been checked up and stabilized, we will see what kind of class choices you have." Blue began bobbing excitedly in my direction. But I had a question I wanted to ask so I did. "So, what is your name? I have been calling you Blue as you look blue."
The wisp then stopped and seemed to droop a little. "I am so sorry! I had forgotten to introduce myself, my excitement, and as most Dungeons have the same mental capacity of a smart animal in their early stages, the D. A. Class told us to introduce ourselves later, I just forgot. Sorry for that! My name is Lily, and from now on, I will be your personal assistant!" I sent my acknowledgment through our bond. Wait which bond? Whatever! I open up my Class selection window.
> Please choose one of the following Classes—
>
> 1. Arcane Sanctum: An Arcane Sanctum is a Dungeon Core that hungers for the arcane secrets of the world. It delves into the mysteries of magic, absorbing and mastering esoteric knowledge. This inquisitive nature is paired with a unique twist: challengers who enter its domain are not merely opponents but also students. The Arcane Sanctum imparts its arcane wisdom to those who dare to confront it, teaching them the arts it has meticulously gathered.
>
> 2. Wyld Warden: A Wyld Warden is a Dungeon Core born from the fusion of Wild Magic and Nature's essence. It stands as a guardian of these primal forces, embodying their untamed and nurturing aspects. Within its domain, the Wyld Warden fosters growth and development, creating an environment where challengers are tested and cultivated by the raw energies of the natural and magical world.
>
> 3. Fractured Void: A Fractured Void is a Dungeon Core whose soul, mind, and body have been shattered yet miraculously remain intact within the enigmatic and chaotic realm of the Void. This place, where fundamental reality itself begins to fracture, has become its home. The Fractured Void creates intricate fractal pocket dimensions, spaces where reality is both tangible and illusory. Delvers who enter these dimensions are plunged into a disorienting experience, where nothing is as it seems, and the line between real and unreal blurs.
>
> 4. Synthetic Nature: A Synthetic Nature is a Dungeon Core that, upon recognizing the inherent limitations of natural laws and creatures, seeks to transcend them by crafting its own version of existence. This core merges fragments of various beings, environments, and principles to create chimeric amalgamations that surpass the sum of their parts. Within its domain, it cultivates a world where the boundaries of nature are redefined, and its creations embody both the familiar and the unprecedented.
>
> 5. Grave's Maw: Grave's Maw is a Dungeon Core class that has developed a voracious appetite for the souls of those who dare to enter its domain. It sees every living being with a soul as a delectable morsel wrapped in a mortal coil. This Dungeon Core has the unique ability to manipulate the bodies of the fallen, turning them into puppets to serve its dark desires and further its insatiable hunger for souls.
"Wow! Quite the diverse Classes you have for your selection! Do you have a one you like? And please don't take Grave's Maw, because then people will murder you." Lily said while swirling nervously. "Nah, I also don't like the last one. The last time I ate a soul, I don't even remember what happened, and it left me with a memory problem, so no thanks." Lily sighed as I continued. "I was thinking maybe 3 or 4 number classes. What do you think?"
"Yeah, those are good choices, but because of your Biomes o' Plenty Gift, you cannot set individual rooms, and the Fractured Void seems like it plays with the gimmick of changing things from one room to another. I cannot say how it will change because of your Gift so it's better to not choose it and go for the others as a safe choice.
The Synthetic Nature is a good one as it seems like it will let you create creatures, traps, terrains, etc, of your own rather than solely based on what you get from rewards or deaths.
Even the Wyld Warden would be a good one as it seems like it lets your creatures mutate more easily. And it might even give them magical powers! So that's also a good one.
The narrative has been taken without authorization; if you see it on Amazon, report the incident.
The Arcane Sanctum has the same problem as the Void one, as it feels like a Dungeon that focuses on puzzles, traps, and challenges, and those would be harder to implement without rooms." Lily sagely advised, which shocked me a little as she sounded quite young. But then again, she said something about learning at a University; though I don't quite remember what they are, they sound academic.
After hearing her assessments of the Classes it seemed as if the Synthetic Nature Class was singing to some part of my soul. Without much hesitation, I selected the Class.
> Congratulations! You have selected the Class (Synthetic Nature)!
> You have gained the following Abilities:
>
> 1. Shape Domain
>
> 2. Pattern Repository
>
> 3. Fusion
>
> You have two perks to choose!
"OK, do not close this window! I will tell you what your abilities do so do not close this window to look at their description." Lily quickly said to me before I could drop the window. "The first ability lets you manipulate the things in your domain, like ground, stone, water, wind, etc.
The second lets you absorb materials and corpses to get their patterns and then use mana to create the things and creatures you have patterns of. And last will most likely let you fuse materials or creatures to make new ones. Now that you know what your abilities do open the first perk selection."
> Select one of the following perks—
>
> 1. Seamless Blend: Anything created by fusing or blending multiple elements will be whole and seamless, with no visible signs of fusion. This ensures that creations are stable, functional, and aesthetically pleasing.
>
> 2. Patchwork Whole: Creations that are visibly composed of multiple parts can function as a cohesive entity. These creations may show their composite nature.
>
> 3. Melded Essence: The Dungeon Core can combine the core essences of different entities, resulting in creations that possess hybrid magical abilities. The melded essence enhances the core traits of the fused components even if the physical body does not change.
These perks looked like they affected how the Fusion ability worked. The middle one looks familiar and uncomfortable so I will not be using that one. The first one looked like it would fully integrate both of the ingredients and make an output that would be a meld of both. The last one will take two things and keep one as the main and empower just that one. I was a bit uncertain so I asked Lily.
"These will likely affect both your ability and Gift so we have to keep that in mind. The three are going like this - balance, physical and magical. The first one will affect both the physical properties and the essential ones. The second will likely only change the physical properties and the mind of the creature in just as much that it can walk or use its new parts, and not to say that it would look ugly. The third will likely add some mystical properties of the secondary ingredients to the main one. Now, if we look at how this might affect your Gift, the first one would likely be an almost perfect mix, and the second would likely make your skills clunky, so I would recommend you not take it. And the last one could have two kinds of effects. First, likely just make the base skill more like the secondary one without changing the main skill much. Second, it works just like the first perk might. So, in my opinion, just take the first one."
I hadn't even thought that this might affect my Gift! So I will definitely be picking that one. After picking that Lily told me to open my next perk selection. I did so.
> Select one of the following perks—
>
> 1. Adaptive Environment: The Dungeon Core's domain can adjust and modify itself to suit changing conditions and needs, ensuring optimal conditions for its creations.
>
> 2. Environmental Magic: The Dungeon Core can influence and imbue various environmental factors within its domain, including weather, temperature, light, and ambient magic, to create spell-like conditions for its inhabitants.
>
> 3. Ecosphere Crafting: The Dungeon Core can craft and maintain complex ecosystems within its domain, integrating various flora and fauna to establish balanced and thriving environments.
After I read all of the options, I couldn't really get what was different between them, so I asked Lily. She nodded and said, "There is not a very big difference, the first one lets your Dungeon change on its own, the second lets you add magic to the environment to create more magical effects and the last one will let you fine-tune your Dungeon environment, it will likely also give you help when creating an ecological balance. And remember that your choice will likely decide what kind of patterns you will get from your Gifts and Themes." I understood what she was saying and tried to decide which one I wanted now as I wanted all of them.
In the end, I decided to go with the last one as I felt like I had heard of it sometime in the past. I had a slight hope that I might unlock something of my past, I had to try, even if the healer said to not force it. Before I could change my mind I selected the last option.