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Dungeon Theme: [Vault of Arms]

Dungeon Theme: [Vault of Arms]

Dungeon Theme: Vault of Arms Suitable Environments:

* Urban-type location.

* Underground-type location.

* Mountain-type location.

Unlock Requirement:

* Construct the Dungeon using two or more Magic Stones from Treasure-type monsters.

* Dungeon Master with A-tier Warrior-line class.

Special Effects:

* Unlocks new Treasure-related Facilities.

* Unlocks new Dungeon Floor type(s):

* Underground Cart Vault

* Underground Grand Vault

* Grants 20% to "Increased DP-Recovery Limit" for all Treasure Chest-type Facilities.

Description:

* A magical bank, keeping ancient treasures and gold safe behind locks, doors, and giant guards (read: Monsters).

* Various treasure-related monsters can be found here, protecting the many vaults.

* Will your treasures be safe when deposited into this bank? Or do you wish to perform the heist of the century?

Description:

The "Vault of Arms" Dungeon Theme is one of the four "Vault"-based themes that Dungeons can use.

A common feature with all these "Vault" themes is that they keep the "cash" stored deep underground, making them what you could call a "rich man's cave Dungeon," though they can also be used in urban-type locations such as in an area with a high amount of ruins or inside a ghost town. The Dungeon Master is also required to have an Advance-tier class belonging to one of the four class lines, excluding the special-type classes.

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This theme is the one centered around the Warrior-line classes, focusing on having strong monsters and solidified physical defenses for each floor, making a bank robbery (read: Dungeon dive) nearly impossible. The traps that can be found within this theme are simple yet pack a powerful punch, and it is easy to deploy Facilities that add more monster defenders to each floor.

Speaking of Facilities, each "Vault" theme grants its Dungeon access to new Treasure-related Facilities. These are often more advanced Treasure Chests, granting more difficult-to-plunder chests (or even whole vaults), chests that have auto-spawned loot in them (as opposed to having to assign loot to the chests beforehand), increased amount of traps defending each chest, and more.

Another defense option this theme provides is the ability to add new Dungeon Floor types. This works by spending a little extra DP when creating a floor, altering the terrain into something vastly different from the basic type of floor that the Dungeon defaults to. The "Vault of Arms" theme has access to the following floor types:

* The default theme has the appearance of an underground stone building.

* Note: the materials making up the floor might change depending on the attribute assigned to that floor.

* The "Underground Cart Vault". This turns the floor into a bottomless underground chasm with railroads and carts that connect each section of the floor.

* The carts and tracks are made indestructible even to Extra Skills. The carts, however, lose this trait if they are detached from the rails.

* If one falls into the "bottomless chasm," one is teleported to the floor above (or outside the Dungeon if it is the Dungeon's 1st floor).

* The "Underground Grand Vault". The whole floor acts as a gigantic lock mechanism, requiring the invaders to solve puzzles of varying degrees to switch one of the six cylinders that make up the "floor lock."

* Each lock cylinder's puzzle can be enhanced by using a Facility slot to add a "puzzle lock Facility."

* This floor type is unique for the "Vault of Arms." The other Vaults will have their special floor type.

Lastly, the Theme also provides a 20% increase to the "Increasing DP-Recovery Limit" effects of any Treasure Chest-type Facilities in the Dungeon. This increases even the most simple "Treasure Chest's" DP increase from 10 to 12. Add the fact that "Vault of Arms" can provide Treasure Chests with a much higher quality effect than normal, and you will soon see a ridiculously high natural DP stat on your Dungeon.

Another point of interest is that the high DP increase allows "Vault" Dungeons to forego the need for other types of DP-increasing Facilities such as the "Safe Zones" or "Spring of Recovery." This makes these types of Dungeons quite dangerous to explore for a prolonged period since, even with many treasures up for grabs, there will be close to no time to rest and recover, eventually leading to the Dungeon Divers succumbing to their exhaustion (and weight of gold).

Bloom's comment: So this is the theme of "Ruby Coffer". So Runitos is a Warrior who likes to collect trophies (Magic Stones) from defeated Treasure monsters? That sounds reasonable.

Garami's comment: The more I learn about it, the more determined I become to never let Mira ever explore one of these Dungeons on her own. Never, ever!

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