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Published at 2nd of February 2024 05:57:51 AM


Chapter 3: Rules and Opening

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Chapter 3: Rules and Opening

The 19th day of my new life arrived, and I now had 49 dragonets and one mimicking dragonet as I had decided to make the dragonets first.

Let's make the other puzzle then! The puzzle was a door with three locks which I wanted right before my Core Room. The keys I wanted to hang in a thick thread around the necks of three dragonets from three different rooms. If a dragonet died before the key left its body the key would be teleported into the dragonet's burrow. This way the puzzle was still technically possible, but the person was unlikely to know that. By doing it this way rather than having the key disappear when the dragonet died made the puzzle cheaper in mana.

My instincts didn't like the puzzle though. 'A puzzle is meant to be in only one room' they seemed to say. I ignored them. This is my Dungeon! And here I decide what goes! And with that thought the puzzle snapped into place, the keys appearing around the necks of dragonets in different rooms.

New Achievement: Dungeon God: You have realized that you are (kind of) the god of your own world. Condition: Make or change a rule that must be followed while in your Dungeon. Reward: The Ability to make Dungeon Rules and a 5% mana discount on all creations.

... Is this a normal amount of achievements for someone my age?

The average 19 days old Dungeon Core has 0.0000005 achievements.

The average 19 days old sapient has 0.000076 achievements.

The average 19 days old creature has 0.000025 achievements.

Thought so... It's probably because I'm a sapient Dungeon Core. I'm most likely doing a lot of things differently from other Cores. Now what's a Dungeon Rule?

Dungeon Rules

A Dungeon Rule must be followed while inside the Dungeon. The mana cost depends on the Rule and how big an area it covers. Rules that cover all current Floors automatically become Dungeon-Wide (DW) Rules unless stated otherwise.

Multiple Rooms Puzzles (DW)

Oh, I'm gonna have so much fun with this!

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I wanted to be extra sure I had enough mana to make my Dungeon Rule, so I waited all 20 hours it took to fully recharge my mana and fill my mana bank. With 150 mana at my disposal, I made a Dungeon Rule.

New Dungeon Rule: Bad Karma, Bad Luck: Sapients with intentions to shatter or enslave the Core or with karma levels of 25% or lower will have slightly more bad luck than outside the Dungeon. Sapients with karma levels of 75% or higher and who have no intentions to shatter or enslave the Core will have slightly more good luck than outside the Dungeon.

Yes! It worked! This will both keep me safer, stop good people from dying and increase the chance of...

New Achievement: Karma's a Bitch: Rather than having your Dungeon kill indiscriminately, you have instead decided to actively follow your mission by making it much more likely for sapients with low karma levels to die. Condition: Make it more likely for sapients with karma levels of 25% or less to die in your Dungeon than other karma levels. Reward: A Karma Aura in grayscale will appear around sapients inside your Dungeon. The darker the aura the worse karma the sapient has. Unlocks the Ability to have your creatures and traps target sapients based on their Karma Aura. 110% damage dealt to people with a karma level of 25% or lower.

... bad people dying...

I suppose an ordinary Dungeon Core might achieve this by making more loot to attract the greedy. Personally, I had decided that, as I didn't yet know the outside economy, the standard loot drops for killing a creature was good enough for now.

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I should probably make some traps now. With the Karma Rule in place, I felt a lot better about putting traps down. Still, I didn't want to put any traps in the first room they would enter. It was supposed to be the easiest room after all. What about one in the third room they enter, three in the trap corridor and one in the room after they have done the first puzzle? That makes five traps and half of what I'm allowed. The rest I'll do after I've opened.

After some consideration I picked out which traps should go where and placed them as I got the mana to do so.

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I had planned to open up now, but I also haven't really used my Dungeon Rules much. And apparently Dungeon wide Rules are gonna become more expensive as my Dungeon grows. But what other rules would benefit me or my mission?

My Core still stood in the middle of the Core Room on its pedestal. My Core looks a bit vulnerable like that. Let me move it.

'No!' screamed my Dungeon Core instincts. 'The Core has to stay in the middle of the Core Room!' Well then. New Dungeon Rule! The Core can be placed anywhere in the Dungeon! The Rule didn't take hold.

'A human heart has to stay inside its body to work. Likewise, a Core has to stay inside the Core Room' my instincts informed me. Hmm... The Core can be placed anywhere in the Core Room. This time the Rule took hold. I then moved my Core to where the ceiling and wall meet, right above the opening to the rest of the Dungeon.

Creatures Puzzles Traps Relevant Dungeon Rules Bad Karma, Bad Luck (DW) Blood Shed, Blood Room (DW) Fake or Real Core (Core Room) Mobile Core (Core Room) Mostly Random Wonky Magic (DW) Multiple Rooms Puzzles (DW) Rewarding Fake Core (Core Room)

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When I, many hours later, made the Rule to make my creatures attack only in self-defense something unexpected happened.

New Dungeon Rule:

Karma Creatures: The creatures of this Dungeon have become karma creatures and will mirror how sapients treat them. But if they notice a sapient with a karma level of 10% or lower, they will do their best to kill them. They will try to befriend any with a karma level of 90% or higher.

The Dungeon Core can still spawn non-karma creatures even though the default has changed.

All Dungeon creatures have gotten the karmic phylum

I had only planned for the Rule to stop my creatures from attacking first. Maybe the system sensed my underlying intention of making it more rewarding for the good guys...? I certainly wasn't complaining about the results though!

I wonder how the karmic phylum has changed my dragonets. Show me the description of karmic dragonets.

Karmic dragonets are small green dragons with an average wingspan of 40 cm. They can breathe fire only once per day or respawn, so they only use it as a last defense. Their main attack is their long sharp claws. They are social creatures which live in burrows in forests and mainly eat fruits. As they are karma creatures, they will mirror how sapients treat them. But they get aggressive if a stranger nears their den, and if one karmic dragonet gets attacked every dragonet in its flock will come to their defense.

It looked mostly normal but with a short version of the karma creature description added on. Though the last line sounded like the social aspect of their nature had interacted with the new karma aspect to give the dragonets a new instinct. The same change had happened to the new karmic mimicking dragonet.

Wait... The Rule says they'll try to befriend the really good ones. What happens if they befriend someone?

When a karmic creature befriends a sapient, they will do all they can to help said sapient. They will follow the sapient around until the sapient leaves the karmic creature's designated area.

That's... a bit disappointing... But I got time! I'll just have to spice it up myself!

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I guess it's time to open up then.

You have fulfilled the requirements for making an opening to the Surface World. Making an opening allows you to level up and earn EXP.

Make an opening now?

Yes/No

Yes.

Indicate a placement for the opening.

Opening successful!

You are now an adult and have leveled up! You are now level 1!

You can now choose the maximum allowed number of sapients for your Dungeon Floors. It cannot be lower than 4.

Can I change the number later?

The maximum allowed number of sapients for a Dungeon's Floors may be changed at any time but will not take effect for any sapients already inside.

6 then. I believe that's the number a balanced party has. Let's see how my status looks now.

Personal Status Level: 1 EXP needed for level up: 0/200 Mana payment needed for level up: 0/100 Mana: 2/100 Mana regeneration: 15 per hour Floors: 1/1 Allowed number of sapients in each Floor: 6 Floor Details Achievements Mission Dungeon Rules

Double the mana regeneration! Hell yeah!




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