Novels2Search

B1 C32: End of Day 4

[James, the day has ended. Tallying rewards.]

Hm? Time already? James thought, as he pushed away the recording, editing, and broadcast menus in time for new menus to take their place.

{End of Day Results:

Climbers Survived: 198/400 (41, 33, 49, 75)

Highest Viewer Count: 934,836

Longest Single View: 23 Minutes

One Viewer has donated 5 Credit(s) for a job well done!

Two Viewers have donated 1 Credit(s) for a job well done!}

{You have earned 957 Tower Points through Viewer acquisition and retention!}

{You have received 7 Credits through Viewer Donations}

{You have provided enough entertainment to reach Tower Level 6! 600 Tower Points have been rewarded!}

{Management Skills available!}

{Tower Modifiers Available!}

Nearly 500 less points from yesterday, and about the same amount of viewers as the day before last. If it stays around the 900 range, I'll still have three levels and another Modifier to look forward to before I need to worry about how to level up. I should plan how I spend my points with that in mind.

For now, without a new management skill to read about, my choice is obvious.

{Choose your new Management Skill! Available Skill Points: 1

-Floor Editor: Allows you to freely alter the landscape and monster Spawn Points of a Floor prior to its initialization. Combine with the skill Create Event to create Events that can cause permanent changes to an established Floor.}

{Skill: “Floor Editor” has been acquired. You have no more skill points remaining.}

With the Floor Editor skill, I can see a map of the first floor, and once I know where the portal to the second floor is, I can issue a quest to nudge them in the right direction. They won't be setting out from the village until the morning, however, so before I check out my new skill…

{Please choose an additional Modifier for this Tower. Modifiers chosen: 3/4

-(Additional Classes) Crafting: In addition to the typical starting Classes. Climbers will be able to choose from among a set of Classes with the ability to craft armor, weapons, or consumables from resources found within the Tower and mana rich environments. These Classes have a greatly reduced amount of combat Skills but are useful for providing rare gear and items otherwise unobtainable.

-(Additional Classes) Multiclassing: Climbers will start with 2 Bound Multiclass Crystals that can be used to unlock a secondary Class at level 10 and a tertiary Class at level 20. Classes set into secondary and tertiary slots have reduced Stat gains compared to the primary slot but still provide Skill Points at their regular rate. This Modifier goes into effect retroactively for every Climber that is currently within your Tower.

-(Additional Classes) Unique: Classes with Skills that do not exist elsewhere. Unique Classes will be distributed at random with a low probability for each Climber to enter a Tower with this Modification. Once a Unique Class has been taken, no other Climbers will be able to have the Class until that Climber is killed. Unique Classes can only be provided through a properly modified Tower or gifted by a Sponsor.

-(Starting Bonus) Bring a Friend: Prior to starting their tutorial. Climbers will be able to choose someone not currently within a Tower to be brought inside of it along with them. They will be permanently placed into a party for the duration of their climb.

-(Tower Features) Auction Access: Climbers will have the ability to sell items on an auction accessible by Climbers who have completed a Tower or are inside of a Tower with this feature enabled. They can demand Gold or specific items in exchange.

-(Tower Features) Raid Bosses: Allows each Floor the very low chance to naturally spawn a Raid Boss, or for a Raid Boss to be spawned within a chosen Floor manually through the use of Tower Points. A Raid Boss will first start out as a regular monster of that Floor unless the Tower also has the Modifier “(Tower Features) Rare Monsters”, in which case all Raid Bosses will start off as a Rare Monster as well as enhance the reward for its defeat. Raid Bosses will evolve rapidly after a set amount of time, eventually reaching a monster tier above that of other monsters on its Floor, at which point it will begin to control other monsters on its Floor, either creating an army to destroy any Villages on its Floor or organizing monsters into hunting parties meant to ambush Climbers. Until the Raid Boss is defeated, Climbers will be unable to leave the Floor. Defeating the Raid Boss will grant bonus experience to all Climbers on its Floor, in addition to rare equipment based on the Raid Boss itself.

-(Tower Features) Rare Monsters: Monsters with better equipment and skills than their peers will spawn naturally at a low rate, or manually through the use of Tower Points. Defeating one will grant a significantly higher amount of experience and a higher quality item than its common peers.

-(Tower Features) Tower Bound: Gain the ability to make a particular Climber Tower Bound. This will make them unable to leave the Tower, but will allow them to access the Administration Floor should they be the first Climber to reach the latest Floor, or complete all Floors within a Tower. All Tower Bound are given a Quest stating that if they kill the Tower Administrator, they will be allowed to leave the Tower. Enables Bound Climber Menu. This feature is useful for obtaining Climber servants, or antagonizing a specific Climber or Climbers for added views.}

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Depending on what I pick, it could affect the next wave of climbers that'll appear in a few minutes. Of the four options I'm thinking of, three of them would do that.

Crafting Classes, Unique Classes, Multiclassing, or the Starting Bonus: Bring a Friend. Multiclassing is the only one that doesn't go into effect immediately, as it requires people to reach level ten first, so I can hold off on picking that until they've reached the third floor. The Starting Bonus would help everyone bring a friend along, especially for the younger climbers with the tower's minimum age requirement only going up to 15, but…

"61-3, what's the resource requirement for expanding the size of the village, and how much does the amount increase each time?"

[The formula deciding the cost of increasing a village's size is dependent on the material cost of the village wall, multiplied by two times the size level the village is upgrading to. At the current level, this would be 2000 units of wood. Similarly, the material cost of upgrading the village wall is multiplied by 1 plus the level of the size of the village at the time of the upgrade. The quests to upgrade the size and wall of a village are exclusive with one another, and cannot be active simultaneously.]

Alright, so if roughly the same amount of people survive as before, with the Bring a Friend modifier, I'd have over 300 people in the village tomorrow. Combined with the 50 units of wood as a quest reward... James paused as he did the math in his head. They could upgrade the village 5 times!? Oh, wait, the gold would still be an issue…

"61-3, how much gold does it cost to keep buying the upgrade quest for the size of the village?"

[The gold price of buying the quest to upgrade a village's size or walls through the carpenter's workshop is 100 times the level of the upgrade. In addition, all options in the village management menu have their costs multiplied by the number of floor they are on. However, these increases are not present when using Tower Points through an Administrator's village menu.]

So it'd cost only 500 tower points to create the upgrade quest five times, but 1500 gold if they tried to buy the quest manually. James thought as he thanked 61-3 for the information while pulling up the Village Menu.

Giving them access to the village menu through the carpenter's workshop didn't cause me to lose my access to it, so I could foot the bill myself, but that'd still be 600 tower points I'd have to spend just to house more people, and while being able to have someone familiar with you might help them emotionally, it doesn't provide any tangible survival benefit beyond that.

Plus, they'd be bringing in someone who's safe at home, and forcing them into a death game. From what I've heard new arrivals say about things outside of the tower, civilization isn't collapsing, and there are no monsters outside. There's significant unrest and likely to be supply issues around the world due to the loss of satellites, but even if people started rioting, would it really be worse than constantly fighting for your life in here? James groaned.

The problem is it's hard to quantify how useful having one familiar person with you could be, and even if expanding the village to handle the increase in climbers isn't difficult, it's still an expense I could avoid by picking something else.

It's just not worth it, even the multiclass modifier has a more tangible benefit, even if it can't be used any time soon.

Then there's the Unique and Crafting class options. The problem with unique classes is the listed 'low probability' of anyone getting one, making it potentially a huge waste of time. Although…

"61-3, what does the unique class description mean when it says there's a low probability? Can you tell me the odds of someone getting a unique class?"

[Affirmative. The opportunity of any climber to receive a unique class is 0.02% or 1 in 5,000 Climbers.]

"How powerful are the unique classes? If someone with a unique class dies in the tower, does it go to someone else in the tower, or is it gone forever?"

[Details on all unique classes require an Admin Tier of 3 or higher to access, with the option of buying individual unique class data available for Tier 1 and above. Unique classes are not consistent enough in function to provide generalized information regarding their utility in survival. However, while unique classes do not remain within a Tower upon a unique climber's death, it is still possible for a climber within that Tower to receive the class again, as all unique classes are recycled when not in use or purchased by another Administrator.]

"Damn, alright, thanks anyway." So if I can only expect one Unique class for every 5,000 climbers, it'd take 50 days to get one, 25 if I get the Bring a Friend bonus first, and there's no guarantee they won't die before the first battle and I'll have to wait another 50 days. Considering that the deadline to beat the boss of the third floor is less than 20 days away…

That leaves the Crafting Classes modifier... Crafting can help people get useful gear and items more cheaply than using the village stores, and this modifier has great synergy with the multiclassing modifier, but on its own... Being able to forge a sword or a suit of armor isn't going to help you fight goblins in the first battle tutorial, and if they aren't immediately useful a lot of climbers could wind up resenting sharing resources with them. I could pick the Auction, or Tower Bound modifier instead, but I doubt the auction would be useful when people are already having trouble getting money together, and when I have no idea how the other towers are doing. If none of the other towers have this feature, then it's just a complicated way for everyone here to trade among themselves.

Tower Bound describes itself as a way to antagonize climbers, even saying they'll get a quest to kill me, but…

"61-3, how does the Tower Bound modifier work? Can you tell me the cost of using the modifier to bind a climber, or how the Bound Climber menu works? Is there a limit to how many climbers I can bind to it, or a way to affect them that they'd consider beneficial?"

[Processing inquiry...]

Oh, I probably shouldn't have asked so many questions at once.

[The cost of binding a climber is based on 100 Tower Points multiplied by the level of the climber added to 100 Tower Points multiplied by the number of already bound climbers. The bound climber menu allows you to add individual quests/challenges that can have penalties and/or rewards added to them for half the cost than when applied to quests created without the bound climber menu. However, you are prevented from giving any bound climber a quest that would penalize them for moving to another floor, or that can only be reasonably completed by spending longer than three days on any given floor. Any challenges or events that would otherwise force climbers to wait longer than three days to complete a floor will similarly be adjusted to give exceptions to any bound climbers on that floor. This is to prevent any Administrator from trying to avoid the penalty that comes from binding a climber. While there is no limit to the number of bound climbers or how many rewards or penalties are applied to them, an Administrative Review may occur should too many Viewers find your actions unsatisfactory, with a negative assessment resulting in access to the “Tower Bound” modifier being revoked.]

Okay, that was... A lot... Sounds like it could be useful with reducing the cost of the quests I can give them, but it's also too limited in how many it can help at once. Combined with the danger of getting the attention of the higher ups, I should consider it a last resort.

(Additional Classes) Crafting, it is.

{Modifier: “(Additional Classes) Crafting” has been acquired. Maximum number of Modifications selected.}