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MillionNovel > The General Core {The Sphere} > 1.2.2 Gods and Titles and unwrapping gifts (V2)

1.2.2 Gods and Titles and unwrapping gifts (V2)

    Arc 1 Preparing Chapter 2 Part 2: Gods and Titles and unwrapping gifts


    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...


    <table>


    <tbody>


    <tr style="background-color: #00c831">


    <td style="text-align: center">Infos/Titles</td>


    <td style="text-align: center">Quests</td>


    <td style="text-align: center">Gallery/Knowledge</td>


    <td style="text-align: center">History/Log</td>


    <td style="text-align: center">[Locked]</td>


    <td style="text-align: center">[Locked]</td>


    </tr>


    <tr style="background-color: #00c831">


    <td style="text-align: center; background-color: #64c8dd">Status</td>


    <td style="text-align: center">Storage</td>


    <td style="text-align: center">Core Class: unchoosen</td>


    <td style="text-align: center">Defense Values</td>


    <td style="text-align: center">Skills</td>


    <td style="text-align: center">Abilities</td>


    </tr>


    <tr>


    <td>[Set Name]</td>


    <td colspan="2"></td>


    <td>[Set Public Title]</td>


    <td colspan="2"></td>


    </tr>


    <tr>


    <td>[Locked]</td>


    <td colspan="2"></td>


    <td>[Locked]</td>


    <td colspan="2"></td>


    </tr>


    <tr style="background-color: #64c8dd">


    <td style="text-align: center" colspan="6">Gods and Favor</td>


    </tr>


    <tr>


    <td>God</td>


    <td colspan="5">Favor</td>


    </tr>


    <tr>


    <td>Bareen</td>


    <td colspan="5">Requests [Limited] 0/1 (50/100 Favor)</td>


    </tr>


    <tr>


    <td></td>


    <td colspan="5"></td>


    </tr>


    <tr style="background-color: #64c8dd">


    <td style="text-align: center" colspan="6">Titles</td>


    </tr>


    <tr>


    <td>Name</td>


    <td colspan="5">Effect</td>


    </tr>


    <tr>


    <td></td>


    <td colspan="5"></td>


    </tr>


    <tr>


    <td></td>


    <td colspan="5"></td>


    </tr>


    <tr style="background-color: #64c8dd">


    <td style="text-align: center" colspan="6">[Locked]</td>


    </tr>


    <tr>


    <td>Name</td>


    <td colspan="5">Description</td>


    </tr>


    <tr>


    <td></td>


    <td colspan="5"></td>


    </tr>


    <tr>


    <td></td>


    <td colspan="5"></td>


    </tr>


    </tbody>


    </table>


    "What the hell is that with all these locked options on the screen?"


    <no data on [locked] screens is available until the conditions, skills or abilities required for their use are fulfilled. Most of those skills and abilities will not become available until core levels 51, 81 or 101.>


    That was more info than I expected, but shows that I won''t get anything there soon. So next point is


    "Blue Core, what is the format and meaning of those numbers with favors?"


    <Favors, skills and a few other aspects use the same format for descriptions, that is ''Name [Rank] Value (Progress)''.>


    <The name is descriptive, the rank indicates the power and complexity of the results and the value describes either a chance or a number with that effect. Progress indicate how many points are missing for the next value improvement. If the value reaches 20, the rank will increase and the value reset to 1 - sometimes with additional effects.>


    <In the case of God''s favor the rank [Limited] means you have no guarantee to get an answer or anything, but that is superseeded by the interest the gods already have in you. Your first request was already used in the quest for the [Heroic Ability], but you are half-way to get another request due to having 50/100 Favor.>


    So nothing for now, I''m still stuck and can''t ask Bareen more questions about this until I have more Favor.


    ...


    "Since I''m here, what is the difference between a public title and a normal title, and how do I gain any title?"


    <Titles are gained automatically when conditions are met or certain actions completed. Each title has an effect assigned to it, but only the publically set title has its effect active. The public title is visible to adventurers and can be changed once a day for a rank-dependent mana cost. No dungeon can use or gain a title of a higher rank than its core.>


    <No one knows the conditions for titles, but there is a good chance to gain your first titles on either choosing a name or choosing a location for the dungeon.>


    "OK, that sounds as if selecting a name can be done only once?"


    <First choice of a name is free and the name is also visible to the public. Later changes are only possible on special occasions and only for a cost in dungeon points. If no name is selected by the core, there is a chance that adventurers can bestow the name if such a special occasion happens while explorers are in the dungeon.>


    "In that case..."


    ...


    "[Set Name to general] - lower case like the attribute and not like my military rank."


    <table>


    <tbody>


    <tr>


    <td style="text-align: center; background-color: #64c8dd">Title Gained: Trickster [Limited]


    </td>


    </tr>


    <tr>


    <td>For selecting a name that both shouts and hides your true identity, you gain the title "Trickster [Limited]". You can select that title as public for a cost of 1 MP.


    </td>


    </tr>


    <tr>


    <td>Effect: All attempts to see through any distraction or illusion (magic or non-magic hiding) are at -2 penalty.


    </td>


    </tr>


    <tr>


    <td>The Trickster God finds your action funny and grants you 10 Favor:


    Rolandro: Requests [Limited] 0/0 (10/30 Favor)</td>


    </tr>


    </tbody>


    </table>


    Nice - "Blue Core, what is the effect or strength of that -2 penalty?"


    <Skills can have values between +0 and +20 with each point representing a 5% chance to succeed at a regular skill check. -2 is a very bad penalty for low trained skills, but negligible for those with higher training.>


    <However, that can happen even to very experienced adventurers due to the fact that skills reset to +1 on rank-up, although the effects of higher rank often negate penalties of lower ranks.>


    For a while the general remains silent, checking through other knowledge entries and his quests - most of which are already solved without new ones appearing, and he still had only limited knowledge on how to create a dungeon.


    Seems like I have to start that regular dungeon training - that would be logical as well because I can''t plan without knowing the options I get randomly assigned. OK, let''s start unwrapping gifts...


    [Get my Starting Package]


    <table>


    <tbody>


    <tr>


    <td style="text-align: center; background-color: #64c8dd">Dungeon Options Gained


    </td>


    </tr>


    <tr>


    <td>Spawns: Slime [Limited], Lizardmen [Low], Astral Dragon [Mythical]


    Traps: Rockfall [Limited], Stoning Trap [Average], Eternal Corridor [Mythical]


    Auras: Itching [Limited], Weakness [Below Average], Aging [Mythical]


    Swarms: Bone [Limited], Water [very low], Adamant [Mythical]


    Environment: Water Cavern [Limited], Twilight Swamps [Average], Ethereal Academy [Mythical]


    Floor Effect: Misdirection [Limited], Increase Need [very low], Defensive Wards [Mythical]


    Modifications: Loot [Limited], Health Boost [Low], Mind-Flexibility Boost [Mythical]


    Room Structures: Torch [Limited], Pillar [very low], Skill Forge [mythical]


    Treasures: Water Purifier [Limited], Sword [below Average], Bareen''s Glass [Mythical]


    Other: Wooden Chest [Limited], Breeding Pit [Average], Reanimator Grid [Mythical]


    </td>


    </tr>


    <tr>


    <td>Quest Completed, two new quests available </td>


    </tr>


    </tbody>


    </table>


    "Blue Core, what are auras and swarms?”


    <question does not compute – there is no reference to anything named aura. The types of dungeon options are Spawns, Traps, Plagues, Swarms, Environments, Floor Effects, Modifications, Room structures, Treasures and Others.>


    “Hey – the systems gave a different list just two minutes ago, and I''ve read references to auras in the knowledge list”


    <Negative, there is no such reference to auras>


    Let’s check – all references have been changed, but I’m good at remembering details. Everything that is now called a "Plague" was called an "Aura" just a few minutes ago. I don''t know what happened or why - I need to keep it in mind for later. For now plague is a better description than aura anyway.


    “Then what are swarms?”


    <Swarms are clouds of tiny magic fragments that can attach to matter and animate it. Depending on the type of matter used, adventurers refer to those defenses as either Undead, Constructs or Elementals. The use of Swarms as Constructs requires a workshop for the material (Adamant in your case), the use as Elementals the presence of an elemental node (Water). The undead are the cheapest form of swarms that require nothing but dead bodies - or skeletons in case of bone-swarms. Almost all swarms are on pre-programmed behaviour and very rarely intelligent.>


    "In my original world we had a lot of problems with a plague creating something like undead, so I doubt I''ll ever use those options - especially since I guess they''re not liked by the people here, or am I wrong with that?"A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation.


    <Dungeons focusing on plagues as defenses are indeed stronger checked and often destroyed as a precaution. In case of undead that depends on the people, some do accept necromancy as a normal option but a lot dislike it as well.>


    "Let''s check the details on those options before the next steps."


    <table>


    <tbody>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Slime</td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Limited] Spawn</td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>2 MP


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>Slimes are weak spawns with a lot of potential. They are easily destroyed and don''t gain XP for winning their fights - instead they grow by absorbing material. Material absorption takes a lot of time depending on which material, but there is always a chance of gaining an ability based on the absorbed corpse or material.


    </td>


    </tr>


    <tr>


    <td>Abilities</td>


    <td>


    <ul>


    <li>[Absorbtion] Ability and progress cause</li>


    <li>[Limited] Mind</li>


    <li>[Limited] Body</li>


    <li>maximum rank [High]</li>


    </ul>


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Lizardmen</td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Low] Spawn


    </td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>30 MP


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>Humanoid, upright-walking lizard with a medium tail. Has hands with claws and can use any tool or weapon adapted to clawed hands. Average life expectancy and below average breeding capacity.</td>


    </tr>


    <tr>


    <td>Abilities</td>


    <td>


    <ul>


    <li>[Natural Armor] (scales give +2 protection)</li>


    <li>[Cold-Blooded] (each rank of cold effect reduces all attributes by one rank)</li>


    <li>[Below Average] Mind</li>


    <li>[Average] Body</li>


    <li>maximum rank [Very High]</li>


    </ul>


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Astral Dragon


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Mythical] Spawn


    </td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>5,000 MP and 1 large Astral Crystal


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>Astral Dragons are rare and powerfull beasts that cannot be harmed by physical damage and are very intelligent spellcasters. Their only real limitation is that they cannot move far from a connection to the astral energy plane as they would rapidly weaken without that constant power.


    </td>


    </tr>


    <tr>


    <td>Abilities</td>


    <td>


    <ul>


    <li>Spellcaster of [Mythical] rank (focuses on Astral spells)</li>


    <li>Immunity to Physical Damage (Astral Body)


    </li>


    <li>Random [Heroic] Ability</li>


    <li>[Legendary] Mind</li>


    <li>[Heroic] Body</li>


    <li>maximum rank [Holy]</li>


    </ul>


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Ethereal Academy


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Mythical] Environment


    </td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>10,000 MP


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>A magical academy that has been placed into the astral realms, this floor does not have physical walls but magical barriers between its structures. The effect improves learning for all sides (adventurers, spawns with class or beast cores and the dungeon core itself get +200% XP gain). Each room can contain up to three magic effects of [very high] rank at no cost. If a higher ranked effect is chosen its costs are halved.


    All magical skills gain a bonus +5 to their skill rolls for everyone.</td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Increased Needs


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Very Low] Floor Effect</td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>10 MP


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>While being on a floor with this effect, the needs of all living beings (water, food, sleep and others) are depleted with triple speed. Theoretically this also happens to dungeon spawns, but since spawns have their need taken care of with mana this is only a problem if something disrupts the mana flow in the dungeon.


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Loot


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Limited] Modification</td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>+10% Target MP cost


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>Adding this modification to traps or chests will give them both a bonus level to their difficulty as well as to the value of the materials contained.


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Bareen''s Glass


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Mythical] Treasure


    </td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>7,000 MP and 1 blue topaz (value 100+ gold)


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>This magical treasure is rumored to have been created by Bareen as a gift to a specially devout follower. It is a magnifying glass that allows the user to anayse or identify any object or being, effectively creating a [Mythical]-ranked Identification effect.


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Wooden Chest


    </td>


    </tr>


    <tr>


    <td>Option Rank and Type


    </td>


    <td>[Limited] Other


    </td>


    </tr>


    <tr>


    <td>Placement Cost</td>


    <td>1 MP plus slot cost


    </td>


    </tr>


    <tr>


    <td>Description</td>


    <td>This is a simple chest consisting of rather weak wood. It could easily be smashed if not for the risk of either destroying the content or triggering a trap.


    It contains one slot each for a trap, a treasure and a modification.


    If no treasure is selected, a random trasure of the chests rank and level will be created on opening.


    The chest''s level and rank can be choosen up to the floor number, but it will not increase in stability even if placed on higher rank floors. And higher ranked treasure will be more likely to survive smashing the chest.


    </td>


    </tr>


    </tbody>


    </table>


    A lot of those thirty options are either too expensive for now or useless - I''ll never install that reanimator grid on a trap as I''ve seen more than enough former friends turn zombie even before coming to the sphere. And the glass would risk me being revealed as [Xenotic]. But a lot of people would like that XP-bonus from the ethereal academy...


    "Blue Core, some of those costs are not only mana points but also special items, what does that mean?"


    <Some high-rank options require special materials due to their extreme capacity or power. Those materials can either be built, taken from adventurers who also need them or traded (if trade options are available). Sometimes this is also used by adventurers to tame a dungeon by controlling the availability of those special materials.>


    Gotcha, I think I now know what one of those [locked] parts is about - trading...


    "You said that I can try to change any such option or template with Influence Points, is that correct?"


    <Yes, there is even a Dungeon Training quest later to explain and test that.>


    "OK, then let''s look at those two new [Quests]"


    <table>


    <tbody>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Use a Scout Charge


    </td>


    </tr>


    <tr>


    <td>Questline</td>


    <td>Dungeon Training


    </td>


    </tr>


    <tr>


    <td>Details</td>


    <td>You have one scout charge - the green spark of lightning near you. You can use this charge to send one scouting eye to a place of your choice, giving you an observation there for 24 hours.


    If you send the scouting eye into the sky above your land, then you can select your exact placement on the land within view and gain advantages for your opening.


    If you send the scouting eye into a position on the land itself, you can use dungeon points to purchase templates of whatever is within a short range of the scouting eye.


    </td>


    </tr>


    <tr>


    <td>Hints</td>


    <td>Both options are equally valid – with a good placement in the choosen environment you can send out spawns to collect samples of the area around the entry for free as well as estimate how easy or difficult the travel of adventurers to your position is.


    With a scan you can purchase samples from areas far beyond your dungeon placement (but have no real selection on the environment for your entry)</td>


    </tr>


    <tr>


    <td>Rewards</td>


    <td>50 XP


    </td>


    </tr>


    <tr>


    <td style="text-align: center; background-color: #64c8dd" colspan="2">Multiple Floor Crystals


    </td>


    </tr>


    <tr>


    <td>Questline</td>


    <td>Bareen''s Quests


    </td>


    </tr>


    <tr>


    <td>Details</td>


    <td>The Floor Crystal is one of the most important possessions of a dungeon core, because it gives them two important abilities:


    First it allows to plan the next floor without needing to extract the stone (once extracted, stone cannot be replaced and a wrong floor would have to be blocked by other means).


    Second it allows the storage of mana for creating that floor, which is important for floors with low mana storage (especially if the spawns or rooms placed cost more than the core can have available naturally)


    As part of the rewards for your first choice you have three instead of one floor crystal, which allows you to plan over three floors at once and gives you triple the storage.


    Use this to plan three floors before placing your dungeon.


    </td>


    </tr>


    <tr>


    <td>Hints</td>


    <td>The crystals will give warnings if the single floor within them does not follow the system rules, but the system itself will only check them on placement. That might allow you to circumvent some warnings by placing several floors at the same time if the crystals have enough mana.


    The XP for placing the floor will be gained on placement, but can be checked during planning.</td>


    </tr>


    <tr>


    <td>Rewards</td>


    <td>400 XP


    </td>


    </tr>


    </tbody>


    </table>
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