Ow, ow, ow, how long was I out? I asked myself. The long ‘flight’ down was fun, but the landing? The landing SUCKED. And what’s this little thing flashing in the corner of my vision? I mentally ‘clicked’ a small plus sign in the lower portion of my vision, and was startled by a voice.
“Greetings, new dungeon. I am an assistant assigned to you by the Dungeon God, you may call me System,” the voice droned on like it did not want to be here. “I am here to help you get started with your new life as a dungeon. Would you like to view your status?”
I did the equivalent of a mental blink, caught slightly off-guard by this weird voice. “Ah, yes, please. How do I do that?”
“It is quite simple, all you have to do is think ‘status’ and the window should appear,” it replied, sounding very depressed.
It took me a moment more than I’d like to admit, but soon enough I was looking right at my very own status screen. Feeling a little experimental, I turned myself to look in the opposite direction from where I’d woken up, and noted the screen followed my vision as I did so.
Name:
Fel
Floors:
1
Level:
1
Treasure Quality:
Poor
Race:
Grand Dungeon
Creatures:
0/10
Exp:
0/15
Traps:
0/2
Mana:
15.0/15.0
Inventory:
+
Mana Regen:
1.5/Hr
Skills/Traits:
+
Magic Disciplines:
+
“Oh, wow. That’s kinda neat,” I exclaimed. “What do these plus signs do?”
“Simply focus on them, and you will open up a submenu that will display the relevant information!”
“Thanks, System,” I did as it suggested, going for the Skills/Traits option first, as I had a feeling the Inventory tab would be empty right now.
Grand Dungeon (Racial Trait)
Base mana regeneration and base mana capacity are both increased by 50%, this trait stacks with all future increases. Also gains a ramping Exp requirement for all future level requirements. Gains one rank in each of the four natural elements.
Due to your status as an Otherworlder, this also reveals information on some uncommon to extremely rare Affinities based on the knowledge from your past life.
Grand Dungeon Creature Specializations 0/3 (Trait)
Each dungeon is able to specialize in one creature type after they have reached their tenth level. Grand Dungeons, however, are able to choose three upon awakening at Level 1. This can include entire creature categories if they have not been previously selected by a current dungeon of any type.
Specializations grant a -50% cost reduction in mana, resource cost, and upkeep for dungeon creatures, but increase non-specialized creatures costs by the same percentage. Having multiple specializations, however, do not affect the other specialization’s costs.
Create Dungeon Feature (Dungeon Skill)
Allows dungeons to create creatures and items. Mana and raw resources are required.
Available categories are:
[Constructs]+: Requires mana, and can be made of different resources. No limit to size, though increased size naturally has increased cost and potential upkeep.
[Golems]+: Requires mana to create, and a single resource, stronger golems require a core. Minor mana upkeep, uncored golems have no soul and are destroyed if they leave the dungeon.
[Humanoids]+: Diverse in types of species, requires mana and organic resources. High upkeep. Have souls, thus able to leave the dungeon.
[Monsters]+: Diverse in types of species. Requires mana, and depending on type, organic and/or inorganic resources. Medium upkeep. Have souls, thus able to leave the dungeon.
Life in Stereo (Unique Skill) (Requires Level 5 to use boosts)
A grand boon from the God of Music, you and your creatures are able to play any music from your or their homeworld. You and your creatures are able to either sing or play instruments with 100% accuracy.
This ability will also automatically activate under certain thresholds to create ambiance within the dungeon, and may be tuned within different sections of the dungeon to play different music.
Until Level 5, this skill only grants the ability to play said music, not grant any boosts to abilities. This description will automatically update when the threshold is reached.
Industrious Machinations (Unique Skill)
A grand boon from the Gods of Metal and Industry, you are unrestrained in whatever technologies you wish to utilize within your dungeon, and can locate minerals and liquids within 1 mile of any of your cores, or within 1 mile of any cored golem.
Note: unless certain perks allow you to bypass this restriction, you cannot create a technology without first researching it yourself or with researchers. For example; while you know about nuclear weapons, you are not going to be able to make them right away with this skill. Either acquire, or research them.
The Gods are watching with interest to see what technologies you utilize.
This book was originally published on Royal Road. Check it out there for the real experience.
I uh... wow. Them’s some neat skills and traits! I’m not going to complain about the name-change for the music skill though, I’d go insane without my tunes! I mentally chuckled. And with the last one noting specifically that I am being watched for the tech, things will be interesting. I’ve got so many different fictional universes to draw inspiration from, this new life will be a blast! Alright, now on to the Magic tab.
Affinities:
Level:
Description:
Air:
3/100
Magic based on Air mana.
Earth:
1/100
Magic based on Earth mana.
Fire:
10/100
Magic based on Fire mana.
Water:
10/100
Magic based on Water mana.
Light:
0/100
Magic based on Light mana.
Darkness:
0/100
Magic based on Darkness mana.
Metal:
0/50
Magic based on Metal mana. Requires Earth Affinity Level 10.
Ice:
0/100
Magic based on Ice mana. Requires Water Affinity Level 8.
Grandmaster Mana Manipulation:
1/20
A skill native to Great Dungeons, this allows you the ability to harness all types of mana and bend it to your will. Allows for significantly greater ease of compound-affinity magics.
Gravity:
0/5
Advanced Manipulation magic. Requires Grandmaster Mana Manipulation 20.
Heat:
0/10
Compound Magic. Requires Fire Affinity Level 20, Ice Affinity Level 20.
Music:
1/10
Compound Magic. Requires Air Affinity Level 3, Standard Mana Manipulation Affinity Level 1.
Lightning:
0/10
Compound Magic. Requires Light Affinity Level 12, and Fire Affinity Level 12
Storm:
0/10
Compound Magic. Requires Air and Water Affinity Level 4, Lightning Affinity Level 1
Spatial:
1/100
A complex Compound Affinity that requires Level 10 in Fire and Water Affinities to utilize, as well as Standard Manipulation Affinity 1. At level 1, unlocks portals and limited teleportation. Distances for portals and teleports is currently: 50’. Level 2 unlocks the ability to make spatially-enhanced items and rooms, sizes and distances scale exponentially with gained levels.
For mortal beings of flesh and blood, this affinity drains their life force over time with successive use.
Undead cannot use this affinity past level 1.
[???]:
0/5
Unique Compound Magic. This status will update once the threshold is acquired.
Requires Heat, Light, Darkness, Earth Affinities at Level 50, as well as Spatial Affinity at Level 80, Music Affinity Level 10, and Gravity Affinity Level 5.
I was, to put it mildly, shocked at the amount of options available. I have a sneaking suspicion that I have such high affinity levels with Fire and Water because I asked for Spatial. That... unnamed? Affinity sounds like it will be VERY interesting way down the line, but I wonder why it’s unique? Perhaps... no, best to think on that later when I have the ability to use it, or are close to it. For now, I think System is waiting.
“That’s... a lot of information, thanks for letting me know how to access it,” I politely stated. “Two questions now, the first being whether or not I have a timetable to open up to the outside world, and the second... How do I dig?”
“You simply have to will the stone around you to form into the shape you desire,” replied System. They sounded slightly offended for some reason.. “If you will it in the form of a tunnel --which I highly recommend a downward slope due to the unique position we are currently at-- the stone will gradually be excavated away and stored in your inventory. As for a timetable, you currently have One Hundred and Sixty Hours remaining before the entrance is opened.”
I slowly nodded, idly wondering how I could when I didn’t have an actual head anymore, and began looking around for a suitable spot to begin digging. I settled on an area that seemed just a little lower than the rest of the room, and tried using the method System explained.
This isn’t working, I thought to myself after half a dozen minutes had passed. I could feel something happening, but other than my available mana ticking down by two points, there were no noticeable differences yet. Hmm, maybe if I try something else?
I stopped glaring at the spot and took a moment to think. One ‘AHA!’ moment later, the tunnel started growing slowly in small chunks. Heh, imagining myself as a guy swinging a pickaxe is the trick. A little mentally exhausting, and it’s draining my mana a fair chunk, but at least I can dig now!
I happily swung away until my mana had depleted and I was now looking at a hole in the ground. It was five feet wide, four feet long, and two feet deep. Yeah, I’m gonna just have this as a small entry pit for now. Gonna make it a few feet deeper, then go outwards from there, probably slope it down some too.
While I was waiting for my mana to regenerate slowly, I looked over my menus. Hmm, that’s... a lot of stone. Didn’t realize that forty cubic feet of granite weighs three tons. Plus side, stone doesn’t take up too much inventory space, yay!
Since that was the only item I had in my inventory, I decided to check up on the creatures I had available to make. Noting that I had no organic resources, and only one type of inorganic, I just opened up the Golem menu.
Dirt Golem
(Uncored)
2 Mana, 2-4Lbs of loose soil.
A weak golem, barely anything more than a mobile clump of dirt. Does work well with plants, zero known combat capability.
Stone Golem
(Uncored)
10 Mana, 60-300Lbs of any Stone.
A durable golem, capable of working via simple instruction, cannot do any specialized work such as crafting. Some combat capability.
“Hmm, now that’s kinda neato,” I said aloud. “System, I’ve got a question for you.”
“Ask away, dungeon.”
“Can... can I use one of my specializations on the [Golem] category?”
“One moment,” System replied. One moment turned into a minute, which turned into ten, and I was left bouncing my metaphorical leg in anxiousness.
“Thank you for your patience,” System finally droned out. “There are currently zero dungeons within the world that have taken the [Golem] Category as a specialization.”
“Ah, I see,” I replied in surprise. “I’m going to select that as my first specialization, and if nobody else took it, the [Construct] Category as well.”
“Searching for [Construct] Specialization availability now, this will take some time.” I swore I heard a hint of annoyance in System’s voice.
I opened up the menu again, and noted the new costs to both golems I had available. Well, at least I’m not going to be waiting for seven hours to get one golem anymore... I think I’ll try out a dirt one later, when I have a garden of some sort. For now, I'm gonna wait till I can make a stoney boy or two.
Dirt Golem
(Uncored)
1 Mana, 1-4Lbs of loose soil.
A weak golem, barely anything more than a mobile clump of dirt. Does work well with plants, zero known combat capability.
Stone Golem
(Uncored)
5 Mana, 30-300Lbs of any Stone.
A durable golem, capable of working via simple instruction, cannot do any specialized work. Some combat capability.
I guess the specialization worked, I thought to myself. Interesting, looks like the minimum amount of resources needed to make a golem was halved, though the upper limit wasn’t touched.