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
Book online «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
Access Costs:
Fresh Water: 1 DF per cubic foot
Saltwater: 2 DF per cubic foot
Kelp: 1 – 5 DF depending upon size
Seaweed: 1 – 5 DF depending upon size
Seagrass: 1 – 5 DF depending upon size
Algae: 1 – 5 DF depending upon size
Coral: 2 – 10 DF depending upon size
Shells: 3 – 20 DF depending upon size
Rock: 1 – 100 DF depending on size
Water – Trap Specialization
Water-based traps can range from mildly annoying to fully lethal, depending on how they are applied. Producing voluminous amounts of water is a sure way to drown unsuspecting victims, but Water-based traps can also be adjusted through temperature changes, creating different states of matter.
Specialization Benefits:
Water-based traps require 60% less Dungeon Force to create
Water-based traps require 75% less Dungeon Force to replace when used
Overall, they were excellent purchases. She had forgotten about the extra benefits of the Aquatic Environment, especially the plants she could create. The Kelp and Seaweed she could place as an Environmental Object could be harvested, dried, and consumed if it came down to it in order to feed a population; using it to actually feed a population hadn’t ever occurred to her or anyone at DAPS, so she hadn’t even considered it. Thinking about the other Environments she could gain access to, she tried to think of any others that might be utilized like that…and couldn’t remember any immediately. That didn’t mean that there weren’t any, but she didn’t have time to consider anything else at the moment.
The Water trap specialization was a fun one, mainly because liquid water was just the medium by which the traps functioned, and their effectiveness was in how that water was applied. For instance, water could be used directly as a way to drown an unlucky victim that fell into a small enclosed room; it could be projected out from a central source or sources, slamming into another victim or victims with powerful jets of force; or it could be used as an obstacle between one area and another, requiring Raiders to either find another way across or swim for it.
But Water traps could also be quite versatile when temperature became a factor. Heating up water until it became boiling steam, burning anything it touched was one way to take advantage of it, or else just increasing the temperature of an entire room to a sweltering humid heat. Cold temperatures, on the other hand, were much more versatile because they produced an excellent product: Ice. Dropping sharp icicles from the ceiling on unsuspecting Raiders; icing up the floor, or ramp, or stairs so that it was slippery could prove exceedingly dangerous; and even freezing the top layer of a pool of water if someone were to fall into it were some of the different ways the Water-based traps could be applied.
Of course, none of these methods were ones that Tacca wanted to use, because she wasn’t going to be placing them in order to kill people, but to save them. The sheer ridiculousness of that occurred to her as she started placing large traps on the ceiling of the farms, a variation of the Deluge Water Trap – though far, far weaker than what they were intended for.
Deluge Water Trap
The Deluge Water Trap can be placed on the ceiling of a room and is triggered by directional proximity. When activated, specified amounts of water are expelled from the ceiling, drenching anyone and anything beneath the trap. The Deluge Water Trap can be adjusted for duration, strength, water type, and temperature. All traps can be disabled with high enough Disarm Trap skills.
Cost: 100 DF (-60% Water Specialization, -40% Special Characteristic)
Replacement Cost: 25 DF (-75% off current cost/Water Specialization)
Creation Time: 0.25 Hours
Disarm Trap Resistance: 2
Activation Range: 100ft X 200ft
Trigger Proximity: 10ft below
Strength: 0.3%
Duration: 300.0 seconds
Water Type: Fresh
Temperature: Cool
Resistance Category: Water
Normally, a trap of that size – 100ft by 200ft – would be extremely costly to create, as well as keeping it activated for 300 seconds. However, to keep the cost down to 100 DF (and because she wasn’t needing to drown anyone), the strength of the trap was at only 0.3%. In comparison, a trap like this at 100% would be like dropping a waterfall on someone, slamming them into the ground; at 0.3%, water droplets would trickle out of the ceiling, hydrating the plants below without drowning them. She also could direct the trap to activate if someone walked onto a specific part of the walkway, which she changed out to a bluish quartz stone, so that it wouldn’t activate every time someone walked inside the room.
As for drinking water – and sanitation! Can’t believe I forgot about that – she created a few large stone basins in the Hall, which she filled with Fresh Water as an Environmental Object. While it wouldn’t stagnate and become unhealthy even if it sat there for years, to add a little touch of her ingenuity and knowledge she created a fountain of sorts.
“It looks more like a dribble than a fountain, Tacca.”
Shush. It’s better than nothing.
What he said was true, but it was a unique function of the regenerating Environmental Objects, nonetheless. What Tacca did was create a flat-topped pyramid of stone in the center of the basin, and then placed 1 cubic foot of Fresh Water on top. The water immediately flowed down the sides of the pyramid and down into the basin, but the automatically regenerating Object wanted to keep the water on top, so more water was created; it then flowed down to the basin, and the cycle repeated itself.
It was all about keeping an equilibrium in the space she allotted for the Objects she placed, which was also why the basin didn’t overflow. Once it reached a certain level, it wanted to always
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