[Arc 5] Chapter 0-2: Damavand-Tomb
5.5k 23 153
X
Reading Options
Font Size
A- 15px A+
Width
Reset
X
Table of Contents
Loading... please wait.

"Hey? Is Iron here?" - Garami

We arrived at the 2nd floor of Damavand-Tomb, the first Dungeon Territory I ever owned. After a while, the undead knight appeared in front of us.

"Boss, welcome. What can I do for you today...why is lady Mira in such a bad mood?" - Iron

"Ah...we can start from there," - Garami

Mira has been pouting ever since I delayed the explanation about the Quest she cleared at the shrine.

"You know the shrine Ciara managed to get for us? Just give a prayer and some loose change to the new god living there, and you will clear a Legacy Quest that gives you access to new classes unique to Damavand." - Garami

"Classes!? From just that?!" - Mira

"Oho? Is that limited to those related to Damavand, or can anyone obtain these classes you speak of?" - Iron

"Nice of you to point that out. Everyone can clear the Quest, but those from outside of Damavand, require special tickets alongside Sols if they wanna clear it. Tickets that we can use as Ex-rarity items." - Garami

"Ex..., so we can stuff those tickets inside those new Treasure Chests?" - Mira

"Correct~." - Garami

One of the new facilities obtained from ranking up the Treasure stat from C to B was the Phantom Chest. It gives a boatload of Facility Points that we can use to set other facilities, but we need to add an Ex-rarity item inside it for it to work, and we can only place one of them in each Territory. The upside is that this chest doesn't take up the slot for the other Treasure Chest facilities in that Territory.

The other characteristic of this chest is that it will randomly appear on its designated floor. Where or even if it appears when intruders enter said floor is impossible even for me to know. 

"That sounds like a good idea. And what about the money they need to offer?" - Mira

"A kiloton more than what those from Damavand need to pay~. We can even create different tickets for the different classes, so people have to dive into the Dungeons more to get the right tickets. We could even sell them in the Dungeon Shops or use them as rewards for mini-quests on the different floors." - Garami

"That's cool, but what about the money I used? Where did that go?" - Mira

"...that's what was bothering you? It went to the treasury. If you want, I can let you use Random Creation for a while if that cheers you up." - Garami

"Okay~~," said Mira with a smile equal to the sun. 

The acquired money can be used to upgrade Damavand by converting it into CP, the Golden Monsters will spawn more frequently because of that, which will lure even more invaders into the Dungeon and keep the cycle going. And since most of the classes Damavand provides require bad Karma Value, there will be quite a few challengers who're on the wrong side of the law that we can farm EXP with~.

Someone else would maybe wanna monopolize these new classes, but honestly, they are more "weird" than "powerful". And even if people start using these classes, I would know everything about them, so I'll have a lead in the information war.

"Regarding the tickets, could we use some of them in the arena?" - Iron

"Arena? Something you added?" - Garami

"Yes. If you have the time, would you please inspect my work?" - Iron

"That's the reason why we're here." - Garami

"Yup~. We're on a Dungeon date~." - Mira

"I see. Then allow me to escort you to the 5th floor, at least." - Iron

Accepting Iron's invitation, we started to walk through the 1st floor towards the stairway for the next floor. While walking, Iron started to explain the setup of the Floors. To summarize, the Territory is built like this:

  1. The Territory is designed to be an undead-heavy Dungeon.
  2. The floors are divided into groups that consist of five floors each, with the 21st and 22nd floors being exceptions. 
  3. The first two floors of each group are using the Cave Dungeon-type
    1. These floors are filled with natural Cave-type traps and Poison-type traps. The latter won't be a nuisance for the undead after all.
    2. Mining Points and Treasure Chests are used to lure the invaders inside. The deeper the floor, the more Mining Points and Treasure Chests there will be.
    3. Dungeon Shops and Return Terminals are placed pretty close to each other, and various mining-related items can be bought from the Shops. The shops are placed a distance away from the Mining Spots though.
  4. The last three floors of each group use the Ruin Dungeon-type that I recently added to Damavand with that reward ticket.
    1. The traps used here are the type that drains MP from the victim. Since ghost-type undead is being used on this floor, the less MP the invaders have access to, the better.
    2. The second of these three floors is using the Arena facility as its main attraction. You have to win a key from a battle in the Arena to progress to the third Ruin floor of that group.
    3. The third Ruin floor will have the Ghost Train tracks that connect to the other Territories. It's a straightforward floor, but with strong monsters guarding it.
  5. The "exception"-floors that don't belong to a group are using the "Forgotten Realm of the Abyss"-type. The urban-ish Dungeon floor that Damavand-Core consists solely of. These are the Territory's last line of defense, so no fun and games here. The enemies are doomed to either fall prey to the undead here, or use the Return Terminal placed close to the entrance to the 21st floor. 

"That's a simple design for a Dungeon," asked Mira after Iron finished his explanation and we had entered the 2nd Floor.

"Thinking of strategies and predicting how invading adventurers would act is above my ability, so I went with a simple design that emphasizes the abilities of the undead." - Iron

No, even that's pretty impressive. And the existence of the Arena itself will make Damavand-Tomb a popular place for battle-hungry adventurers. If we add a function to broadcast the fights to the other territories, or even allow people to arrive at the arena at the cost of not being able to dive further into the Dungeon somehow, then this Territory may turn into a big money-maker. Wonder if we can set up gambling events here?

I looked over the spawnable monster list that Iron had created. These are the monsters that can be created through the Spawning Facilities that were unlocked when the Facility-stat reached rank B. 

These facilities would spawn up to 10 monsters of the rank they are assigned to, and if one of those 10 monsters died, then anyone related to Damavand could use CP to respawn the defeated monster. Like, if I was away from the Dungeon again, then Onyx or the other Dungeon Bosses could refill the forces of any Dungeon that were taking losses.

The downside is that these summoned monsters are acting like...well, monsters. The kind you fight in RPGs. Maybe it would be better to call them "NPCs"? These NPCs can't grow. All the EXP they would obtain from killing a creature is sent directly to Damavand. The levels and skills of the summoned monsters are randomized, but they get tougher the deeper down the Dungeon you go. It feels like an RPG at that point.

Regarding the Spawning Facilities themselves, they will produce the creature in a non-hostile-filled location on that floor, and you can make any monster of the corresponding rank of that Facility from a predetermined list of monsters. 

As for Damavand-Tomb's monsters, we have...

Spoiler

Territory:

Damavand-Tomb

Notable members: 

  • Jing Damavand
    • Race: Jiangshi (Rank: D)
    • Level: 32/65
    • Main Class: Vampiric Brawler
  • Almas Damavand
    • Race: Skeleton Knight (Rank: D)
    • Level: 35/65
    • Main Class: Forsaken Warrior

Spawnable G-rank Monsters:

  • Lesser Skeleton
    • Attribute: Undead
    • Monster-line: Undead
  • Lesser Zombie
    • Attribute: Undead
    • Monster-line: Undead
  • Lesser Zombie Bat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Skeleton Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Zombie Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast

Spawnable F-rank Monsters:

  • Skeleton
    • Attribute: Undead
    • Monster-line: Undead
  • Zombie
    • Attribute: Undead
    • Monster-line: Undead
  • Lesser Ghost
    • Attribute: Undead
    • Monster-line: Undead
  • Undead Slime
    • Attribute: Undead
    • Monster-line: Undead/Mucus
  • Zombie Bat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Venom Undead Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Curse Bone Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Paralytic Corpse Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast

Spawnable E-rank Monsters:

  • Skeleton Warrior
    • Attribute: Undead
    • Monster-line: Undead
  • Skeleton Mage
    • Attribute: Undead
    • Monster-line: Undead
  • Skeleton Thief
    • Attribute: Undead
    • Monster-line: Undead
  • Ghoul
    • Attribute: Undead
    • Monster-line: Undead
  • Ghost
    • Attribute: Undead
    • Monster-line: Undead
  • Living Armor
    • Attribute: Undead
    • Monster-line: Undead
  • Undead Ooze
    • Attribute: Undead
    • Monster-line: Undead/Mucus
  • Vampiric Zombie Bat
    • Attribute: Undead
    • Monster-line: Undead/Beast
  • Dead-Plague Rat
    • Attribute: Undead
    • Monster-line: Undead/Beast

Spawnable D-rank Monsters:

  • Skeleton Knight
    • Attribute: Undead
    • Monster-line: Undead
  • Skeleton Wizard
    • Attribute: Undead
    • Monster-line: Undead
  • Skeleton Trickster
    • Attribute: Undead
    • Monster-line: Undead
  • Living Dead
    • Attribute: Undead
    • Monster-line: Undead
  • Jiangshi
    • Attribute: Undead
    • Monster-line: Undead
  • Lesser Banshee
    • Attribute: Undead
    • Monster-line: Undead
  • Ghost Skull
    • Attribute: Undead
    • Monster-line: Undead
  • Phantom Mail
    • Attribute: Undead
    • Monster-line: Undead
  • Pale Horse
    • Attribute: Undead
    • Monster-line: Undead

Spawnable C-rank Monsters:

  • Skeleton Assassin
    • Attribute: Undead
    • Monster-line: Undead
  • Wight
    • Attribute: Undead
    • Monster-line: Undead
  • Soul Weaver
    • Attribute: Undead
    • Monster-line: Undead/Arachnid
  • Gallu Reaper
    • Attribute: Undead/Darkness
    • Monster-line: Undead/Demon
[collapse]

Undead, undead, and more undead. This is a Dungeon of the undead, alright. ...hmm?

"Hey, what happened to Almas?" I asked after looking at one of the two supervisors of this Territory. Almas used to be a Steel Skeleton the last time I saw him. Why is he a Skeleton Knight that has the same racial rank as the Steel Skeleton

"The System Update after the Festival made changes to the Skeleton and Zombie evolution lines. Skeletons can evolve into color-type Skeletons with high stats or job-type Skeletons if they have the right classes. Zombies retain Extra Evolutions, but being beyond that, they now evolve in a straight line," said Iron. 

The "straight line" must be Zombie, Ghoul, Living Dead, then Wight if I read this list right. But how did that affect Almas?

"To compensate the undead for the trouble, the World System allowed them to change their current race to one of the "official" races that were currently added, as well as being granted 10 Skill Points. It did not affect their levels or stats either, so Almas chose the class-focused Skeleton Knight instead of the Steel Skeleton race that is now a status value-focused race." - Iron

Ah, so that's the reason.

The walk through the 2nd floor was long due to how complicated Iron had made the passages, but the undead knight knew them like the back of his hand and didn't make any mistakes as he led us through the rocky labyrinth. 

Mira then asked if Iron chose job-type Skeletons over color-types for the same reasons as Almas did. Honestly, I would think that stat-based undead would be a better fit for cannon fodders, as they won't inherit their knowledge after each death, but Iron's answer surprised me.

"Color types look different from normal Skeletons, while the only difference between normal Skeletons and the job types is how they act in battle if you look away from their equipment. Meaning it is possible to trick the invaders by mixing high-ranking undead with the low-ranks." - Iron

So devious! To think Iron out of all...undead(?) could think of such a ploy! Looking back, he did choose the kinda undead creatures that are extremely similar to each other. The rats, for example, look no different from each other, but the moment you think you're swatting away a Skeleton Rat, you have a Curse ailment on you because it was a Curse Bone Rat!

I also asked why he didn't add the undead dragons, but it seems that the "war" against Solomar's knights made it clear that those dragons aren't cut out for team play, something that Iron has made the cornerstone of this Territory, so Iron decided to give them up.

And after quite a while, even not including the time it took us to crush a Golden Monster we found on the way, we reached the 3rd floor. 

Unlike the caverns, this place looks like a huge underground dome with tons of ashen-white ruins spread around to form some ancient, and probably haunted, city. Torches illuminate parts of the streets, but the shadows can easily hide some sneaky undead. I know this is my Dungeon, but it still sends shivers crawling down my spine.

"Welcome to Damavand's first Haunted Ruin floor." - Iron

"It sure has that feeling. No way you can have a decent date down here." - Garami

"Really? I think it's interesting~." - Mira

Ah...now I remember...this girl took the Treasure Hunter class before. Maybe the sight of the ruins is ticking her inner treasure-loving self?

"...Iron, what's the status on the Treasure Chests on this floor?" - Garami

"Hmm? There are a few hidden around here, yes. Why?" - Iron

Hearing that, I summoned some Mimic-type demons and ordered them to hide and impersonate the chests that already exist on this floor to create a "Treasure hunting game" using the ruins as a gameboard.

Mira looked for the real treasure chests with sparkles in her eyes, but my mood was way lower than hers.

After all, when I summoned the Mimic monsters, I came to see the price for the C-rank monsters of this Territory. The Skeleton Assassin and Wight both cost 400 CP...but the Soul Weaver and Gallu Reaper cost 450 even though they should have a bigger discount due to them being connected to multiple monster lines and attributes..., let's try to make them regular faces here in the Dungeon. They must be incredible!

And during the next visit, let's try to get some alone time with Mira in a less-scary environment. Good thing that the next stop on the schedule is Damavand-Core. 

---

Name: Iron Tirnog "The One who Defeated a Star"
Race: Phantom Mail  | Gender: Male
Level: 50/65 
Traits: 2
Karma Value: 55
Main Class: Guardian Knight Lv.43 
Sub Class: Soul Watchman Lv.20 
Sub Class: Volcanic Combatant Lv.35 
Sub Class: Ghost Gladiator Lv.22 
Skills: 117
Titles: 33
Blessings: 0
Skill Points: 12.4
HP: 965/965 + 30/30 MP: 529/529 + 60/60 SP: 915/915 + 30/30
STR: 706 VIT: 1.100 MAG: 332
RES: 1,088 SPD: 442 DEX: 417
INT: 95 LUC: 104

Skill List:

Spoiler
Skill List:
Ability Skills:
[Health Increase Lv.23] UP4 [HP Greater-Recovery Lv.26] UP4 [Mana Increase Lv.19] UP4
[MP Greater-Recovery Lv.10] UP5 [Reduced Mana Consumption Lv.40] UP9 [Stamina Increase Lv.25] UP4
[Minimized Stamina Consumption Lv.2] EVOLVED16 Skill Points. From [Reduced Stamina Consumption]. [Strength Increase Lv.17] UP5 [Vitality Increase Lv.23] UP4
[Magic Increase Lv.4] UP2 [Resistance Increase Lv.21] UP3 [Speed Increase Lv.9] UP2
[Dexterity Increase (Small) Lv.Max] UP8    
Attack Skills:
[Combat Arts Lv.12] UP5 [Shield Lord Arts Lv.30] UP4 [Guard Lv.Max] 
[Parry Lv.Max]  [Starbreaker Lv.12] UP2 [Steel Counterstrike Lv.11] UP4
[Hollow Drain Lv.11] UP3 [Metal Headbutt Lv.12] UP3 [Volcanic Blow Lv.27] UP5
[Magma Touch Lv.38] UP4 [Lava Bomb Lv.14] UP3  
Magic Skills:
[Metal Magic Lv.26] UP4 [Magma Magic Lv.14] UP5 [Ghost Magic Lv.26] UP4
[Magic Ability Lv.38] UP5
[Barrier Magic Lv.4] NEW2From Guardian Knight Lv.40.  [Healing Magic Lv.10] UP4 
Active Skills:
[Grand Cover Lv.14] UP4 [Castle Aura Lv.27] UP5 [Dramatic Rescue Lv.7] UP5 
[Challenge Lv.25] UP6 [Lightning Rod Lv.13]  [Steel Barricade Lv.36] UP4
[Iron Chain Lv.Max]  [Volcanic Sword Lv.20] UP6  [Volcanic Armor Lv.14] UP9
[Magma Mine Lv.12] UP4 [Mystic Warfare Lv.3] NEW33 Skill Points. [Energy Warfare Lv.7] NEW4From Volcanic Combatant Lv.30.
[Monstrous Strength Lv.8] UP5 [Heavy Body Lv.30] UP8    [Revitalize Lv.11] UP4
[Lockdown Area Lv.9] UP5 [Volcanic Territory Lv.10] UP3  
Passive Skills:
[One-Handed Sword Lv.23] UP4 [Shield Mastery Lv.31] UP4 [Featherweight Equipment Lv.13] UP5
[Close Quarters Combat Lv.28] UP4 [Magic Power Operation Lv.45] UP6 [Attack Gauge Lv.13] UP4
[Defense Gauge Lv.8] NEW5From Ghost Gladiator Lv.10. [Aiming Lv.22] UP2 [Evasion Lv.39] UP4
[Battle Recovery Lv.32] UP2 [Battle Survivor Lv.23] UP2 [Metal Intensification Lv.8] UP3
[Magma Reinforcement Lv.2] NEW6From [Magma Technique Master].  [Undead Reinforcement Lv.30] UP6 [Destruction Reinforcement Lv.23] UP3
[Defense Reinforcement Lv.30] UP4 [Drain Reinforcement Lv.9] UP4 [Undead Persistence Lv.2] NEW7From Ghost Gladiator Lv.20.
[Stalwart Lv.24] UP2 [Knowledge of War Lv.11] UP3 [Knowledge of Nature Lv.19] UP6
[Recovery Trait Lv.Max] UP5 [Stainless Steel Lv.4] UP1 [Corpse Cannibalism Lv.1] 
[Memory Lv.30] UP5 [Concentration Lv.36] UP5 [Parallel Thinking Lv.28] UP4
Resistance Skills:
[Fire Resistance Lv.Max]  [Fire Immunity Lv.19] UP1 [Earth Resistance Lv.17] 
[Ice Resistance Lv.7]  [Metal Resistance Lv.14] UP2 [Death Resistance Lv.Max]
[Death Immunity Lv.4] UP1 [Magma Resistance Lv.Max]  [Magma Immunity Lv.7] UP1
[Undead Resistance Lv.13] UP3 [Lightning Resistance Lv.10]  [Sand Resistance Lv.17] 
[Daywalker]     
Perception Skills:
[Magic Power Detection Lv.Max] UP6 [Intuition Lv.18] UP3 [Enemy Detection Lv.32] UP5
[Lookout Lv.Max]  [Discovery Lv.35] UP3 [Five-Sense Reinforcement Lv.14] UP3
[Hawk Eyes Lv.28] UP3 [Nether Search Lv.10] UP4  
Leadership Skills:
[Leadership Lv.28] UP2 [Teamwork Lv.33] UP4 [Encouragement Lv.40] UP3
[Party Lv.Max] 
[Clan Lv.17] 
 
Elements:
[Metal Element Lv.29] UP3 [Magma Element Lv.2] EVOLVED86 Skill Points. From [Lesser Magma Element]. [Undead Element Lv.45] UP2
Monster Skills:
[Inverted Lifeforce Lv.3] NEW93 Skill Points. [Inverted Mana Lv.2] NEW103 Skill Points. [Inverted Stamina Lv.3] NEW113 Skill Points.
[Undead's Strong Hide Lv.2] NEW123 Skill Points.
[Undead's Spiritual Force Lv.2] NEW133 Skill Points. [Undead's Swift Fingers Lv.1] NEW143 Skill Points.
[Ghostly Soul Lv.2] NEW155 Skill Points.  [Phantasm Body Lv.25] UP2 [Nether Sword Lv.10] UP3
[Nether Shield Lv.14] UP3 [Living Armor Lv.38] UP3 [Soul Routing Lv.2] NEW16From Soul Watchman Lv.20. 
[Ghostly Knight Order Lv.18] UP2     
Extra Skills:
[Zmey Gorynych - Dragon of Metal Lv.1]     
[collapse]

Title List:

Spoiler
Title List:
Achievement Titles:
[Destiny Defier]  [Guardian]  [Master of Shields]
[Titan Killer]  [Dungeon Raider]  [Possessed Arms Technique Master]
[Destroyer]  [Daredevil]  [Survivor] 
[Magma Technique Master] ADVANCED [Gifter of Mercy]     
Hunting Titles:
[Undead Genocider]  [Skeleton Slaugtherer]  [Zombie Slaughterer] 
[Monster Genocider]  [Demi-Monster Slayer]  [Lizard Slayer] 
[Beast Slayer]  [Wyvern Slaughterer]  [Arachnid Slayer] 
[Slime Slayer] [Inorganic Slayer] [Humanoid Slayer] 
[Insect Slaughterer]  [Plant Genocider]  [Wyrm Slaughterer] 
[Dragon Slayer]  [Ghost Slaughterer]   
Status Titles:
[Liberator of Tir na Nog]  [D-rank Adventurer] ADVANCED [The One who Defeated a Star] 
[Guild Member: Nightmare Voyagers]  [Haunt Hunter]   
[collapse]

---

Kigal-Note/Monster Skills: [Ghostly Soul]

Spoiler
Skill: Ghostly Soul
Skill Type: Monster Skill
Skill Tier: 2
Attribute: Undead
Effect:
  • Allows the user to stack [20 * skill level] MP more than their original MP value.

Description:

[Ghostly Soul] is one of the three undead-line stacking skills and the skill exclusive for the Ghost monsters. Only Ghosts can obtain this skill, but Liches and similar undead can obtain not only it but also the Skeleton-limited [Wrightful Lifeforce] and the [Nether Hunger] skill of the Zombies.

These three skills are one of the two sets of skills that allow the undead to stack more HP, MP, or SP than their original values. Compared to the first set which gives 10 extra points for each skill level, [Ghostly Soul] and its companions grant 20 points for each skill level. Added together, these skills make the already resilient undead species even tougher to kill...yet again.

Iron's comment: Nothing is tougher than an undead.

[collapse]
153