Year 1028 Oris, Okrasi Province, Slaria
With the teaching of the data-based cores you have come to fully understand how to utilize the data you have been gathering, you have begun to understand how your dungeons and monster interact, from the slight uptick in deaths putting you at 7% attrition throughout the year to the way that you are currently having higher attrition than the city outside your caves have been getting immigrants. While this is worrying you still have the runaway frequency and the ever-increasing need for mana inside your dungeon, your year will be eventful for sure. (Unlocks Invader Stats)
Year 1028, Oris, Okrasi Province, Slaria
"We need to drill the guards more," you look up from the clipboard that carries the paperwork you need done to watch your liege and the captain of the guards looks from the balcony down at the drilling guards, quickly the captain continues, "They are to green, to fresh, we sent off our strongest to fight in the war and left with the dregs, we need to whip them into shape quick, afterall the officer may be back wanting more." And with that, the captain jumps from the balcony, spraying throughout the air as he lands on the ground easily and starts barking orders, quickly the guards jump into action, quickly following his orders.
Turn 7
Mana: 650 (350 Mana per Turn)
DP: 0/40 (21 DP per Turn)
Free Dice (2 Dice):
Floors (3 Dice):
[]Second Floor: With your expanding ability to pay attention you can now begin a massive expansion of your dungeon, practically doubling the space of your dungeon and allowing you to move some of your tougher monsters further down, protecting your core better by having a solid wall of difficulty as the invaders descend further into your dungeon. (1 Dice)
[]Faean Ecosystem: With the established basic ecosystem, it allows the specialization of the dungeon ecosystem, by manipulating plants throughout the dungeon you can begin to induce mana-specialized mutations in the ecosystem which theoretically would lower the cost of mana-based traps by providing more mana in the air and surrounding area for these magical traps to utilize so that they can perform at high levels and make a greater challenge to invaders. (20 Mana per dice 50/200)
[]Cavern Ecosystem: While the basics have been established you can go one step further and tailor your ecosystem to the area in it, caves. By growing more mushrooms and mutating plants to become beneficial to a cave system you can create the conditions to allow more proliferation of physical traps. Whether hiding behind a taste placement of vines or an actual boulder held up by branches, you can fit more physical traps in a cavern ecosystem allowing you to get traps in a smaller space. (15 Mana per 50/200)
[]Small Animal Dens: With the creation of basic resources, you can now create specialized storage places for your resources to reside, allowing you to place monsters within these places, creating a place for monsters to ambush from, allowing you to save mana as well as keep the invaders on their toes. By seeding these dens with a variety of small animals, from bunnies to birds you can hide monsters within them to attack unsuspecting invaders. (15 Mana per Dice 0/200)
[]Herb Garden: From flowers to various spices, you can create specialized areas where you can grow plant-based resources. These plant resources are something that the invaders, hunt for hours in your dungeon, but by making a dedicated area to place them you can then hide various plant-based monsters inside them as well. Forcing them to brave your perfect ambush points to gather the food they require, allowing you to save on mana as well as kill desperate invaders. (10 Mana per Dice 78/200)
[]Lizard Hoards: From your smaller venous geckos to the large lizards that wander your dungeon you have an abundance of reptiles that live inside your dungeon. By tailoring large parts of your dungeon you can increase the comfort as well as the lethality of your monsters, making tailor-made ambush spots, therefore increasing the mana you gain from all types of reptiles inside of your dungeon. (20 Mana per Dice 0/300)
[]Monster Reefs: A crocodilian monster to schools of sand-bending fish your dungeon is seeded with all sorts of aquatic monsters, therefore it makes sense to tailor the waterways even further to specific species, increasing the total amount of monsters you can hold as well as the efficiency of them. (25 Mana per Dice 0/250)
[]Oasis Groves: Plants, there everywhere in your dungeon, from the ground to the walls to even the roof, each hiding a monster or trap, because of this abundance of plant monsters it only makes sense to tailor the surrounding environment towards them, from the nutrient rich ground to the holed walls which allow their roots to grow further out, you can lower the costs of maintaining your monsters as well as increase the amount of mana you get from each invader. (30 Mana per Dice 0/200)
[]Basic Workshop: While some traps are easy to replace some may not be, that's where the workshop comes in, allowing you to hold a variety of little helpers to automate various tasks throughout the dungeon saving you mana for replacing parts every time as well as allowing for repairs of various features throughout the dungeon. (10 Mana per Dice 0/100)
Monsters (4 Dice):
[]Boss Monster: When you designed up plans for the second floor, you also decided to truly test out your designing chops, creating a truly monstrous obstacle for the invaders entering your dungeon, a boss monster as it is colloquially called by dungeons. One that would be a capstone for all the invaders to beat to make it further into your as well as yourself showing how far you have grown and the unique combination you can make. (1 Dice) (Triggers Subvote)
[]Basic Intelligent Bipedal Monsters: Kobolds, Goblins and Imps, and various other intelligent creatures created by dungeons, usually the first intelligent monster each dungeon makes. While only smart enough to use stone tools each has been deadly to unsuspecting rookies in large enough numbers, using ambush tactics these basic intelligent lives will be sure to cut down on those pesky invaders. (15 Mana per Dice 0/200)
[]Basic Sprite-Based Mana Monsters: Fairies, motes, spirits, some of the first mana-based life forms dungeons create, usually in the form of their starting affinity. While not much at first, all of these forms of mana-based life are known to swarm unsuspecting invaders who come for treasures of your body. After all, while one of the weakest mana beings there is a reason most dungeons make them first. Their dirt cheap, most dungeons pump them out by the thousands with just one piece of mana. (15 Mana per Dice 0/200)
[]Bug-Based Monsters: From the swarms of locusts to the agile scorpions, there is a multitude of bugs in the surrounding desert, which when exposed to your mana, will create monsters for your dungeon, eerily coordinated these bugs will be able to react quickly to any incursion into your dungeon and provide an easy way for you to attack the invaders who will enter your dungeon, after all, bugs breed fast and are plentiful in the surrounding area. (10 Mana per Dice 0/300)
[]Megafauna Monsters: Drakes to sea serpents, monsters that only show themselves in high mana areas, guzzling every piece of mana to form these monsters are so rare, betrayals by the dozen happen every time they are sighted, after all, they offer enough materials and gold to set you for life, while not like the true article, which has had decades for mana to instill into their bones, organs, and scales, you can create an imitation which just as much power, from the boiling water of sea drake to the steel drill of the drake, these monsters promise to tear through any Tier 1 and Tier 2 adventures wholesale. (30 Mana per Dice 0/300)
[]Basic Tree-Based Monsters: From the swaying palm trees to the towering redwood, trees have a lot of variability with the form of trees. By taking advantage of this variability you can create the towering and lumbering monsters or a more agile and speedy fighter. However each of these fighters have one thing in common with their branches grown throughout their body, these monsters have limbs to spare. From specialized limbs to stab-to-bleed flesh-eating saps, tree-based monsters evoke an alien feeling to invaders with their many-branched growths. (20 Mana per Dice 140/200)
[]Basic Fungi-Based Monsters: From the deadly death caps to the paralyzing mushrooms of the jungles, mushrooms have a wide range of ways to spell death for an invader, but one thing most people don't think about mushrooms is their ability to act as nervous system, with beneficial mutations, you can create a monster which inhabits a whole room, from the moment an invader walks in your fungus monsters, who spit out thing like fire, to poison spores, can accurately attack those who dare enter your dungeon, all is needed is the beneficial mutations of these strains of mushroom (10 Mana per Dice 0/200)
[]Heat-Sensing Monsters: From magic to plain old camouflage, there is a multitude of ways to hide, however, one that most people don't think of is heat, something that doesn't really come up that often heat is all around us as well as requiring a very technical enchantment and it can be taken advantage of through the use of heat-sensing monsters, your monsters will be able to find anybody hiding through camouflage or invisibility. (15 Mana per Dice 0/200)
[]Aquatic Plant Monsters: A floating lilypad just waiting to become a bear trap, to seaweed which drags you into their wooden beak, aquatic plants are some of the rarer monsters that you can make, which just makes them more deadly after all most don't understand how these monsters work. By speeding these monsters throughout your dungeon you can create another layer against the invaders entering your dungeon as well as utilizing the mass amount of water you have flowing throughout your dungeon. (10 Mana per Dice 0/300)
[]Air-Based Monsters: While you already have some small forms of bug monsters that are airborne, you can instead take your reptiles and various mammalian monsters and begin to transform them into various monsters that are larger than a small bug or bird and allow them to attack through your hidden vent network. This allows you to fight invaders in the air as well as sea and land allowing you to cover every single vector that exists for you to attack from, pushing them closer and closer to their eventual death from your monsters. (15 Mana per Dice 0/200)
Traps (2 Dice):
[]Basic Physical Traps: Small or Tall, Complex or Simple, traps are versatile, promising to pump invaders for all their hard-earned energy. While these first few traps aren't the most complex and won't hold them forever, they don't need to, from pit traps to collapsing ceilings, these traps promise to inconvenience and set up for monsters to ambush invaders while they are down. These cheap traps won't be the most mana efficient nor self-loading but they are solid for what they are, simple and cheap. (10 Mana per Dice 0/200)
[]Basic Runic Traps: From an immolation rune to a paralyzation circle, you can further spread and create new runic traps throughout your dungeon, promising to fire quicker, be more complex as well and be more hidden, from runes that sense heat to ones that can sense intelligent life, you can further tailor your traps to focus on certain types of invaders to fully account for their weaknesses allowing for an increase in mana production inside your dungeon. (25 Mana per Dice 0/250)
[]Basic Curse Traps: While your basic magical traps are a good start you can specialize further with your traps by introducing curses, from the classic such as reflections breaking to the cutting of red cords, you can take these curses and tailor them to your dungeon, introducing traps which have secondary effects after they have been broken, from invaders cutting webs, weakening them in the process, to crystals shattering when invaders are nearby, causing shrapnel and also causing a sense of confusion throughout their dive, curse traps promise to help you further gain more mana from invaders. (20 Mana per Dice 0/300)
[]Basic Toxic Minerals Traps: From the deadly quicksilver to the small amounts of radiation some minerals release, you are flush with ways to spread toxicity throughout your dungeon, weakening those who dare enter your body to hunt for resources. Whether a slow death or a quick one, your mineral traps are sure to pump them off their mana as they struggle to escape your traps. (20 Mana per Dice 0/200)
[]Basic Pathogen Traps: A spore or a bacteria, a spreading sickness or a rotting virus, pathogens allow you to spread death throughout your dungeon, even if those outside your halls have found a way to stop your sickness, it just means you can concentrate it further, from clouds of spores to animals which give bacteria, there are a multitude of ways to slow down and stop the invaders entering your dungeon and pump them for their mana. (10 Mana per Dice 0/300)
[]Fungi-based Traps: From spore to shroom, mushrooms are easy to hide and can have extremely detrimental effects, from the hallucinogenic spores to a form of parasitism that leads to repentant acts of violence, spores can be fine-tuned to cause all sorts of mental problems to a group of invaders entering your dungeon, creating divides in groups of invaders and making sure that they spend more and more time, being affected, making them waste their mana as well as their life to escape your dungeon. (15 Mana per Dice 0/300)
[]Flower-based Traps: From seed to petal, flowers are some of the more inconspicuous things to have in a dungeon, from paralyzing flowers to one that spontaneously combust, flowers have a wide range of uses when correctly mutated, all it takes is the mana to create those mutations and then you are in business, these traps promise to hamstring the invaders entering your dungeon, afterall while some may look down, a flower is so easily ignored that they are all guaranteed to fall into the trap. (20 Mana per Dice 0/200)
[]Gas-Based Traps: A swirling storm to a chemical compound that melts skin, gas traps have it all, by utilizing your standard traps but specifically modifying them to make them airborne you can allow them to easily infiltrate invaders' bodies and begin the slow destruction of their body as easily as possible. While it may be easily solved by the proliferation of masks you can still get your bang for your buck and reap mana from the small exposures they get experienced throughout their dives. (20 Mana per Dice 0/100)
Research (4 Dice):
[]Counter-Affinity Research: With your rollout of affinated monsters, you have seen a new phenomenon from the various mages that enter your dungeon. Counter Affinities, a mana that is specifically tailored to target certain weak points inside a spell, while you already know the four basic mana types and their counters you can instead begin research on what is your counter, and how to protect your weak points from it. (40 Mana per Dice 0/100)
[]Basic Mana Ring: With the creation of basic mana flows and the resulting growth in mana production from invaders entering your dungeon, you can begin large-scale conversions through a mana ring. By leading mana in a circular route around your core, it allows a longer process of conversion allowing you to save large parts of mana which is lost when you de-affinaited the mana in your dungeon. This will overall increase the amount of mana in your dungeon and make the ring around your core visible to the mass presence of mana.(5 Mana per Dice 105/200)
[Locked]Respawn Crystals: So inconspicuous, from an orb to an exposed crystal, respawn can be anything crystalline, all that matters is their intended mana, which protects the thoughts of your monsters allowing them to remember their fight to the death and help them advance in fighting these invaders after all to know your enemy your monsters have to remember them. While the crystals are easy to make, the sheer amount of mana that is needed to complete them means that they are an expensive item to gift to all your monsters, allowing them to return from the dead and fight another day. (35 Mana per Dice 7/100)
[]Specialized Affinities: With the completion of basic affinities it is time to research specialized affinities, from blood to sand. These affinities are often made through bizarre combinations between the four basic elements from the use of earth, water, and fire to make ice to the use of water, earth, and air in specific quantities to make blood affinity. It will take a long time to go through each grouping of specialized affinities but at least it isn't mind-boggling and mana-twisting high affinities such as time or space. (20 Mana per Dice 0/500)
[]Intention Mana: Crushing geases to smooth stands of the fae, intentioned mana is often used to bind, trick, and mislead, whether that is binding them to their word or crushing them for their transgressions. Intention mana is used for every type of bond. By researching this phenomenon more closely you can begin to unravel this mystery and allow your mana to have a distinct advantage in punishing invaders when they enter your dungeon. (20 Mana per Dice 0/300)
[]Mana Weapons: From rune-studded teeth to gilded carapaces, you can place various weapons on your monsters as well as seeding your dungeon with these items, making invaders go deeper and deeper into your dungeon to hunt for your precious resources. While cheap to make for invaders, specifically tailoring your weapons for each of your monsters is too much effort, instead you will gift enough weapons that in each attack there will at least be one monster always having an advantage on the invaders. (25 Mana per Dice 0/200)
[]Large-scale Mana Runes: From a demon summoning circle to a war ritual, large-scale runes are used to enchant and focus various pieces of mana into a complex mana weave, opening up the world to more complex mechanics than just affinities, creating portals to making mana shields, you can create these complex functions and seed them throughout your dungeon stopping invaders from just using a counter-affinity to stop your specialized monsters and letting them roll over you. (25 Mana per Dice 0/300)
[]Invader Techniques: With the revelation of data you can focus your attention on individual invaders and figure out various ways they design armor, spells, and various enchantments, allowing you to better understand how to create them yourself, allowing you to skip learning steps and create various items and resources quicker. (25 Mana per Dice 0/250)
[]Bestirary: Data can be gathered everywhere, not just from invaders, by focusing your attention on your monsters, you can come to understand how their mutations formed and gain an understanding of how to induce them quicker as well as how certain mutations continue to crop up within your monsters. (25 Mana per Dice 0/250)
Core (3 Dice):
[]Frequency Clean-Up: While your mistake has already been made, there is still the process of cleaning up more mess, by hunting down the erstwhile frequencies you can stop your mana from going haywire and finally continue your work on respawn crystals, this time with a new perspective as well as more understanding of how frequencies work in general (50 Mana per Dice 0/50)
[]Hidden Rooms: From treasure-hidden rooms to monster-filled rooms, hidden rooms promise to cause division among the invaders, putting team against team, while you won't see much of the work you will see some of the effects, from more paranoid invaders to quick flashes throughout your dungeon. Hidden rooms promise you will see an increase in the amount of deaths inside your dungeon (25 Mana per Dice 25/350)
[] One-way Rooms: A falling tree, to a blocking boulder, you can create scenarios where you trap invaders inside a single room, forcing them to continue forward with no way back. This effect promises to force invaders to your tempo, making it easier to lead them into traps as well as force them to get lost, resulting in an increase in overall mana generation from their desperate scrambles to get back out of your dungeon. (30 Mana per Dice 25/200)
[]Basic Ambush Points: Invaders have some of the weakest senses, they can't hunt through smell, nor understand all of a room from a sound. These weak senses allow for the creation of ambush points, places where monsters can attack from the shadows. Creating dedicated ambush points creates a surplus of places to attack from allowing your monsters to choose where to ambush from and giving a sense of variability to each group as there is always a different ambush location. (20 Mana per Dice 0/200)
[]Stealth Fields: Through the use of notice-me-not enchantments, you can hide your monsters from the focus of invaders, allowing them to spring more ambushes against them. However, due to the mana-based application of these enchantments, there is a chance that mages may be able to sense them, but that is a small chance after all, it takes specific skills to sense mana. (20 Mana per Dice 0/200)
[]Hidden Tunnels: Movement through the can be treacherous not just for the invaders, but by installing hidden tunnels throughout the dungeon, you can create a hidden system of tunnels to ferry your monsters from place to place, allowing you to hold more monsters in general as well as allow monsters to escape from conflicts if it is known that they are going to lose, allowing you to recoup costs for monsters in your dungeon. (15 Mana per Dice 0/200)
[]Crystal Monoliths: Mana, the most precious resource in the world, the counterpoint to matter, the answer to heat death, you can't have enough, with the creation of these crystal monoliths, rune-covered, storage obelisks that suck mana from the outside world into your dungeon, from the air to the earth you can suck in more and more mana to fuel your advancement. This influx might overstrain your abilities, highlighting the sheer amount of mana you using unless you hide it, allowing those invaders to tap into your mana streams inside your dungeon and supercharge themselves. (20 Mana per Dice 0/200)
[]Poison the Ground: From like termites invaders entered your land and raided your home and body for your precious resources, things made by your work, sweat, and tears, all gone due to their pillaging. Enough is enough, no more of these so-called humans entering your dungeon and skinning your children, and no more mages with their greedy eyes throwing themselves into your grinder for your core, promising unlimited wealth for their dynasty. No more soldiers apathetic to all around them, only finding joy in blood. No more rouges with their coin-loyalty, only in it for a quick buck. No more tamers, hunting for their next victim to breed and distort into an obedient puppet. No more clerics and their false worship all in it for a quick breath of their gods' power. You'll kill them all, from the toxic chemicals in every animal and water source to the clouds of sand tearing lungs and making them drown in dry land, the land is yours and only yours, they have entered your lair and you say when they die. (10 Mana per Dice 0/100)
[]Mana Laws: Something as simple as don't jump or a complex puzzle, mana laws allow you to force invaders to your tune, no longer allowing them to do whatever they want, you can instead force them to deal with a debuff or consequence when they break your laws. However you sadly can't use them everywhere the sheer weight of mana would crack your core straight through, you can imbue them inside a single area or room every so often, allowing you to kill them as much as possible by twisting them into a convoluted rule scheme, forcing them to fight with a significant penalty. (30 Mana per Dice 0/100)
Invader Stats:
25k Invader Total: (1.5k Immigrants per Year - 1.75k Deaths per Year)
Needs:
Food: Small Surplus
Water: Medium Surplus
Mana Materials: Small Shortage