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The General Core {The Sphere}
1.2.1 Learning the Basics (V2)

1.2.1 Learning the Basics (V2)

Arc 1: Preparing Chapter 2 Part 1: Learning the basics (V2)

[Status]

Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked] Status Storage Core Class: unchoosen Defense Values Skills Abilities Name   public Title:   Level (L) 1/120 Experience (XP) 50/100 Core Rank mythical Floors (F) 0/1 free Attribute Points 16 Needs: Core-Density (CD) 12/120 Health (HP) 46/46 Mana 46/1 Core-Power (CP) 12/120 Mana 46/46 DP 0/0 Core-Influence (CI) 12/120 Influence Points (IP) 46/46 RankedEscapees 0/0 Core-Size (CS) 12/120 Dungeon Points (DP) 46/46 RankedKills 0/0 Regeneration and Gain Values HP (10% CD/day) 1,2 MP (10% CP/hour) 1,2 [Locked]   IP (10% CI/day) 1,2 DP (L/Level-Up) 2 [Locked]   Temporary Status Effects Name Effect        

“There are soo many questions about this…”

“Blue Core, what is the effect of the core rank and how does [mythical] compare to other known dungeons?”

<[Mythical] is the highest gold rank. While around half of the dungeon cores are black-ranked, higher ranks are much rarer. One in eleven cores is of [average] rank and one in two hundred and thirty cores is [mythical]-ranked. The highest rank [unique] is only one in two thousand cores. There are around 130-140 dungeons on Logronal, with an estimation of 300K dungeons on all lands of the sphere together.>

“And I’m just one rank below [holy]…”

“Blue core, can a conquered dungeon become a rogue one? And what would be the result of that?”

“That means I have a fallback position for negotiations – a bad one, but better than nothing. Blue core, send the acceptance to remote entry points in safe areas only. Hope that this isn’t too big a restriction.”

Hmm – what is that reference to [Xenotic] and xenotic planets? There was something like it in the first windows as well…

Xenotic Ability

Not much is known about the Xenotics, only that they come from far below, even farther below than the abyss of the demons. And it is suspected that their morale and behavious standards are even lower than those of the demons as well...

This ability has the following effects:

* Xenotic Conversion required and processed

* can manifest knowledge from Xenotic Sources

* can use xenotic room structures and effects

* gain 15 extra free points on conversion

* if revealed as xenotic, automatic distrust or hate from all beings on the sphere

* Xenotic abilities can only be detected by [legendary]-rank analysis

* Xenotics have no inborn understanding of Kuor'Tel (which is automatic to all of the sphere)

Since the sphere is a hollow world, “Below” means from the outside for them. So no wonder, and it gives some additional help as long as no one identifies where my soul comes from. But it’s not nice to be considered lower than demons just for coming from outside the Sphere. And if anyone learns of this, they would probably treat me the same as rogue - so most probably I can't use the xenotic sturctures anyway.

<[Heroic Ability] conformed and imprinted>

Quest Completed

+60 XP, [Remote Entry Rooms] ability and room structure gained Level UP

The story has been illicitly taken; should you find it on Amazon, report the infringement.

Level 1 Experience Cap 100/100 reached.

Excess Experience stored for next level. Cost for Level-up to Level 2: 1 MP (46 MP available)

Do you wish to level up [yes]/[no]?

Warning: If you do not level up, Excess XP will cause a reduction in Regeneration

"OK, [yes]"

"Why is the level cost so low? I would have expected it to be much higher with the mana available to me or even to an [average] core."

"Let's see [Remote Entry Room]"

Room: Remote Entry Room

Room Rank [Heroic] Availability only available to dungeons with the ability [Remote Entry Rooms]

Requirements & Limits

* Room needs to have a size of 36 m² at minimum before room structure can be placed.

* Room can only be placed on a floor with a [safe] environment.

* Up to four [Remote Entry Room]s can be placed in the entire dungeon.

* The remote teleport positions have to be within 100 km from the dungeons real position on the land.

Placement Cost 20 MP

Description If this structure is placed in a dungeon room, one wall will gain a magic transfer structure that will create a fixed, open and unlimited transfer portal to a place outside of the dungeon but on the same land.

The placement of the target position outside the dungeon can’t be changed after it has been placed. Placement can be random or requires a map for specific positions

The position can be selected while the room/dungeon is still closed, but all rules for opening the dungeon apply. The Portal cannot be closed again after opening, but will vanish if the room itself is destroyed.

Options

* Place an [Average] Illusion to make the teleport portal look like a regular non-magic gate of the floor environment (10 MP, no uphold cost)

* Create a name sign with the dungeon name over the portal frame outside (1 DP)

* Create a signpost with a message (up to 50 letters) inside the room (1 DP)

* Update the message on the signpost above if it is placed (10 Mana)

* Enable either [Party System] (20 DP) or [Horde System] (10 DP)

* Create a ranking board for top explorers (20 Mana)

“OK, that seems usable for my admittedly still vague plans, so back to the status. Blue Core, what are those free attribute points and how much are they worth?”

“Sounds like a plan. I need Mana for constructions, but also Influence and Size. If I ever end up needing health, I would have already failed. I got another point from the second level, which also increased the maximum energy values a bit. So 8 points to Power, 4 points to influence and 5 points to size. I'll decide which to max when I get a better handle on the numbers.”

Core-Power (CP) 20/120 Mana 45/78 Core-Influence (CI) 16/120 Influence Points (IP) 46/70 Core-Size (CS) 17/120 Dungeon Points (DP) 46/72

So the points and leveling only increase the maximum values and everything needs to be filled up with regeneration – which is slow or non-existent.

I need more info about this, and one of the quests gives the additional resources for reading some knowledge entries.

[Knowledge]

The Mana Cycle

There are three different forms of power in the mana cycle.

The dungeons use Mana to create things inside them, but that process creates Lifeforce from that energy. If there are adventurers inside the dungeon when that happens, this Lifeforce will recharge them (effectively transforming itself into either Health, Endurance or Astral power).

If an adventurer uses his energies with skills or spells, that turns the energy back into dungeon-mana, recharging the dungeon itself.

The key to success for everyone is timing the process so that the other side has only limited use from the recharging.

Dungeon Points and Soul Energy

Soul Energy and Dungeon Points are basically the same form of energy - an energy that exists outside the mana cycle and is used by the system to stabilise constructions in the sphere.

It is only slowly generated by living beings - dungeons cannot generate it, but they gain all remaining soul energy as dungeon points if that living being is killed on one of their floors.

Adventurers can use their soul energy at nodes (which only exists in dungeons) to create matter or items depending on the type of node. Dungeons can't use them directly, but the system accepts this energy as payments to gain new templates, new abilities or for creating effects that go outside the dungeons and a few other options.

To start the entire process, dungeons get 10% of the energy used at a regular node (only 90% goes into creation) and they are given a few points each level-up from the system. On the other hand if an adventurer reaches the core node on the deepest level, the creation power will be at 120% with the 20% missing being drained from the core itself - one more incentive for adventurers to go deeper and for cores to prevent that.

How Dungeons are Tamed

Most countries wish to tame their dungeons so that they spawn only monsters that their people can easily kill and increase the loot that is created in addition to the node effects. Getting a dungeon to this condition is a time-consuming process that is usually considered worth the results.

To reach that point, the adventurers and soldiers that can access the dungeon first try to limit the energy and templates available to it by barring the opening (preventing the dungeon from sending out spawns to scout for templates) and controlling who goes into the dungeon (no easy kill rookies).

The second part of the taming process are several option to force the dungeon into trades and decisions like bringing only carefully selected animals to be sacrificed as template-givers to the dungeon, and invoking the system, gods and other higher powers to force a selected trade or behaviour into it.

Bareen's Comment: This was especially successfull with programmed cores due to several glitches in their programming and we hope that the souled cores (which are not yet discovered by the people) fare better here.

Quest Completed

+100 XP, two additional Scout Charges, two additional floor crystals, one [mythical] core with a soul anchor installed.

Why would a god help to tame dungeons? Didn't Bareen tell me that they are frantically trying to prevent that to save the sphere?

There was something mentioning that God Favors are listed on the [Infos/Titles] screen, perhaps that has more info...