The Dungeon Fairy: Three Lives: A Dungeon Core Escapade (The Hapless Dungeon Fairy Book 3) Jonathan Brooks (read me like a book .txt) 📖
- Author: Jonathan Brooks
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Eschewing the scrubland she was originally going to create, Tacca filled the room with trees. Adding 20 of them was about the limit, which allowed there to be plenty of space to walk in between…and to be targeted by the half-dozen Level 8 Kitsune Archers she was planning on stationing in the trees’ branches. As opposed to the Level 1 Kitsune she had created before, the Level 8 Archers had upgraded equipment; no longer wielding a Flimsy Pine Bow, the Yew Bow it was holding would do quite a bit more damage. When she added in the synergy bonuses from placing at least 10 Level 8 Root Foxes hidden amongst the roots – again, when she had the Control Limit available – they would be formidable, indeed.
That wasn’t all, however. Hidden in the pathways between the trees, Tacca placed 5 separate traps, 2 of them positive and 3 negative. Tacca figured she could switch them up between each Raider group so that no one would be able to memorize which one was which; that was important, because 2 of the traps would be extremely beneficial in defeating the denizens of the room.
The Life-based traps that she had a specialization for were fairly versatile. Whereas she had utilized them down below in her defensive room by greatly increasing the strength of whoever triggered it so that they basically imploded, they were most commonly used as a way to give Raiders an advantage they wouldn’t necessarily have. In this case, she was going to rapidly increase the jumping ability of whoever triggered one of the beneficial traps.
Vertical Jump Boost Life Trap
The Vertical Jump Boost Life Trap can be placed on any surface and is triggered by proximity. Any living being passing through the activation range will experience a boost in their Physical attributes – determined by the strength of the trap – for a limited duration of time. Beneficiaries blessed by the Vertical Jump Boost Life Trap cannot retrigger additional Vertical Jump Boost Life Traps until the duration has expired. All traps can be disabled with high enough Disarm Trap skills.
Cost: 400 DF (-60% Life Specialization)
Replacement Cost: 100 DF (-75% off current cost/Life Specialization)
Creation Time: 0.5 Hours
Disarm Trap Resistance: 3
Activation Range: 3ft X 3ft X 3ft
Trigger Proximity: 0.5 ft
Physical Attributes Increase: 600.0%
Duration: 30.0 seconds
Resistance Category: Life
Special Effects: Causes a temporary increase in the vertical jump ability of anyone affected by the trap
With the ability to jump 6X higher than they would normally, any Raider affected by one of these Life traps would be able to reach the branches and attack the Kitsune directly. This would be important, because if there was one thing she knew about Kitsune, it was that they were extremely agile; being able to avoid projectiles like arrows or spells thrown out by the Raiders on the ground would be relatively simple for them. Not that they couldn’t be overwhelmed by multiple attacks, but it would be difficult to pin them down; physically jumping up into the trees’ branches would help the Raiders immensely.
Of course, only 2 of the 5 traps she was placing in the room would be beneficial. The remaining traps would be Enchantment-based, with an assortment of fear, disorientation, and confusion-based effects, strong enough that they would sincerely hinder the capabilities of anyone afflicted with their effects.
The last thing she did with them was to make all of the traps obvious to anyone passing through. Giving the Raiders a choice of whether to risk activating the traps was the entire goal of the room, and creating noticeable squares free of any foliage in the dirt pathways between the trees was a way for them to choose without it being a mystery of where they were located.
Subsequent rooms were filled with environmental objects and traps but no creatures at the moment, because she had all but hit her Control Limit already. Tacca concentrated on her final room, her Boss Room, which she was planning on making quite difficult for anyone that made it that far. It was here that she wanted to utilize a Werewolf / Wolf synergy, but it wasn’t going to be filled with Forest Wolves. Instead, she was going to use the Steppe Wolf, which was a Variant that was at home in a mountainous environment. While not as agile as a Mountain Cougar or a Cliff Lynx, the Steppe Wolf was able to blend into the dark stone of the mountain range she created in the new section’s final room.
As for the Level 12 Werewolf Warrior she wanted to create, the powerful creature would be the real challenge of the room.
Werewolf Warrior
Werewolves aren’t just wolves walking on their hind legs; instead, they are frightening combinations of what makes bipedal hybrids utilizing powerful base creatures so effective. Standing quite tall, Werewolves possess the speed and cunning of their smaller brethren, have a superb sense of smell, and can expertly track prey through the most difficult of circumstances. Unlike many other semi-humans, the nature of the Werewolf typically prevents most weapons from being handled, and armor of any kind is generally unneeded because of its tough fur covering. Instead, the sharp teeth and claws of the creature are utilized to great efficiency, especially in the Warrior Variant; stronger physical attacks and physical defenses are the hallmarks of this Variant, which makes it both deadly and
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