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stronger Raiders to visit and get something from it.  Rather than expand right away and have even more ground to cover with their limited Dungeon Force and creature Control Limits, all Dungeon Cores that she knew of upgraded their initial rooms when they were able to, with harder creatures and deadlier traps.  They didn’t have the resources available to keep it and expand with other sections – at least for the first decade or two.

After that, they expanded downwards, while keeping what they had designed up to that point the same; as they made the dungeon harder initially, they would receive stronger Raider visitors, which in turn gave them more CIPs from their presence and potential deaths.  It didn’t make sense for them to stay open to beginning Raiders who weren’t worth as many Points. For instance, if they were only able to have 3 groups inside of their dungeon during a day’s time – because of the lengthy process it usually took to restock everything – then they would much rather have 3 stronger groups worth 50 CIPs minimum a day than 1, 2, or 3 weaker groups only worth 5 CIPs for their time spent inside.  It was a little more complicated than that, of course, but that was the general idea. It was only when they had the resources to expand, and to keep that minimum section open, that they would concern themselves with lengthier times the Raiders spent inside their dungeon.

At the moment, and for the foreseeable future (until she acquired enough Special Characteristic Points), the quality of each group of Raiders didn’t really matter – only quantity.  Unless they were super-powerful – which wasn’t likely to be the case – then the most she could expect to get from their presence in her dungeon was 1 CIP per hour, and probably only 5 CIPs for each Raider death.

Core Improvement Point Awards (95% Reduction)

Type

Variable Conditions

Potential CIP

Rooms Constructed

Size

1 – 2

Traps Installed

Complexity

1 – 2

Monsters Created

Levels

1 – 2

Rewards Placed

Valuation

1 – 2

Raider Presence

Time

1 – 1

Raider Deaths

Quality

5 – 500

Therefore, when she looked at it that way, there was no point in trying to upgrade her original rooms when she had the resources, as it would then just take longer to replenish them after every Raider group was done.  Overall, there would be no real benefit for her.

Therefore, the ideal situation for her would be a way to get her dungeon full 24 hours a day without stoppages, which was why she wanted the separate exit; while one group was exiting through an isolated passageway, another group could be delving through her dungeon from the entrance.  Constant occupancy was ideal for her situation, and it was the only real way for her to increase her Core Improvement Level consistently; eventually, she would be able to get rid of the “95% reduction in her CIPs earned” Special Characteristic, but that could be years in the future.  Regardless, it was something she likely had a little time to work on, since it would probably be a few more days before any significant influxes of Raiders arrived to delve through her dungeon.

I don’t know exactly, but perhaps you can help me figure it out.  She explained her reasonings regarding her prospective CIPs to Shale, and he understood what she was saying, because it certainly did make sense in her situation.

“I think we can figure out something.  I have some ideas; whether or not they will work is another matter entirely,” he said with another shrug.  “By the way, how long do you have until your next Countdown is up?”

Pretty soon if I remember correctly.  Let me check.

Dungeon Core Status

Dungeon Core Name:

Tacca GloomLily

Core Improvement (CI) Level:

6

Core Improvement Points (CIP):

0/800

Core Improvement Pending/Countdown:

65 in 4 days

Special Characteristic Points (SCP):

125

Current Primary Assistant Bond:

Shale IronSchist

Dungeon Force (DF):

880/1500

Dungeon Force Regeneration:

18 per minute

Reward Tier:

2

Control Limit:

95/200

Core Options:

Carve Earth

Targetable

5 DF per minute

Place Environmental Object

Targetable

Variable

Teleport

Instant

40 DF

Dissolve Assistant Bond

Instant

1 DF

Create Creature

Targetable

Variable

Create Trap

Targetable

Variable

Core Access:

Creature(s):

Canine Family, Hill Dwarves

Variant(s):

All

Trap Specialization(s):

Enchantment

Environmental Access:

Forest

Permanent Assistant Sub-bond:

Tacca GloomLily

Special Characteristics:

Access all Variants for available dungeon creatures

All

All creatures are reduced in Level (cannot be less than 1)

10

Core Improvement Points are reduced when earned

95%

 4 days.  Not nearly enough time.

She noticed that she received 2 CIPs from the time that the recent group had been in her dungeon, and that her creatures and traps were still being slowly replenished throughout her rooms. She had dug out another 6 rooms underneath her Core Room for the future, which netted her another 6 CIPs from just after the two Hill Dwarves she had Bonded with had left – which was still an unusual experience and something she couldn’t really think about at the moment.  She had also replaced the creatures that she had taken out when those two had visited so as to not overwhelm them, which gave her another 40 Points.  That gave her a total of 65 CIPs of the required 800 that needed to be earned to advance to the next Core Improvement Level. Unfortunately, now that she was open to the outside world and had been located, some of the methods that she had used before to increase her CIPs for the current time period weren’t quite viable anymore.

She couldn’t get rid of her current creatures and create some to add to her Points when the time came to bank those points, because she needed to be up and running at any time – Raiders didn’t really keep to a schedule, after all.  If all her creatures were missing and a

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