"Now this place has turned lively." - Garami
I voiced my amazent as I saw the caves-turned-forest, AKA Damavand-Matata, filled with various monsters wandering around while evading specific areas that my [Nightwatch] skill was putting neon signs on to tell the world of those areas' suspiciouness~.
Okay, that last part was a joke. I'm barely getting any reaction, but I know it's a trap placed there. That Karnel must have added so extra trap-concealing effect to this Territory, that slippery old golem~.
The key point here is that [Nightwatch] is warning of traps practically on every vulnerable location in the caves. And if the potential invaders sohow get past the traps, we got tons of monsters (spawned or not) to fight back. Quite the nasty setup for soone as gentle as Karnel.
Spoiler
Territory:
Damavand-Matata
Notable mbers:
Rald Damavand
Race: Goblin Pack Leader (Rank: D)Level: 40/65Main Class: Shadow Dancer
Spawnable G-rank Monsters:
Goblin
Attribute: ---Monster-line: Generic
Spawnable F-rank Monsters:
Goblin Soldier
Attribute: ---Monster-line: GenericGoblin Mage
Attribute: ---Monster-line: GenericGoblin Scout
Attribute: ---Monster-line: Generic
Spawnable E-rank Monsters:
Hobgoblin
Attribute: ---Monster-line: GenericBomb Ball
Attribute: ---Monster-line: DemonTrap Spider
Attribute: ---Monster-line: ArachnidWoodland Deer
Attribute: WoodMonster-line: BeastDirewolf
Attribute: ---Monster-line: BeastMorotangus
Attribute: WoodMonster-line: BeastSpiral-tail Lemurs
Attribute: LightMonster-line: BeastSneaker Slug
Attribute: ---Monster-line: MucusLesser Treecorpse
Attribute: Undead/WoodMonster-line: Undead
Spawnable D-rank Monsters:
Black Bomb Ball
Attribute: DarknessMonster-line: DemonDark Trap Spider
Attribute: DarknessMonster-line: ArachnidJungle Trap Spider
Attribute: WoodMonster-line: ArachnidMythforest Deer
Attribute: WoodMonster-line: BeastArcrystal Deer
Attribute: CrystalMonster-line: BeastGloom Wolf
Attribute: DarknessMonster-line: BeastForest Wolf
Attribute: WoodMonster-line: BeastGorilutangus
Attribute: WoodMonster-line: BeastLicht-Spiral Lemurs
Attribute: LightMonster-line: BeastStealth Slug
Attribute: ---Monster-line: MucusTreecorpse
Attribute: Undead/WoodMonster-line: Undead
Spawnable C-rank Monsters:
Dark-Jungle Trick Spider
Attribute: Darkness/WoodMonster-line: ArachnidElchied Gorilla
Attribute: Wood/LightningMonster-line: BeastContrast-Spiral Lemurs
Attribute: Light/DarknessMonster-line: Beast[collapse]
Goblins are the most prominent monsters here, at least on the first floors. Well, they're cheap, smart enough to use the traps to their advantage, and they're even of the sa race as Rald who supervises this place, so I'm not complaining
What did surprise was that the "humanoid" Hobgoblin could be added. However, GM told that the latest System update had changed the constitution of the humanoid goblins/monster goblins/dungeon goblins. According to her, all three variants had been collected into one evolution line.
However, there are still so goblins that act like monsters, and those that don't. Guess the forr category could be described as bandits or barbarians instead of monsters.
Though, Hobs are the most the generic monster-line of Dungeons can summon. There is an evolution called "Goblin Leader" that an F-rank goblin can evolve into. And this leader goblin, or a Hob that has lots of goblin underlings, can again evolve into the D-ranked "Goblin Pack Leader". Rald is of this race. If a Hob would evolve into a pack leader, they would return to a normal gob's size though.
After that, the pack leader can evolve into a Goblin King. These guys can easily beco 2 ters high and are blessed both with the power to lead other goblins, and are damn strong themselves. Normally, the difference between a leader-type goblin and a Hob would be that the leader-type has lower stats for its racial rank, yet the King triumphs in both aspects. I have big hopes for Rald to evolve into this.
Other monsters include sneaky spiders and slugs (fitting for these underground woods, I guess), so deer monsters I've never seen before, a few wolves that I could pin as Karnel's pet relatives, and so monkeys...that I am getting a BIG deja-vu from!
"Boss, welco," said a goblin that appeared riding on a huge wolf...
"Oh, Rald. Hi." - Garami
"Boss, did you hesitate there for a sec, ~ssu?" - Rald
"Bla yourself for looking like any other old goblin." - Garami
I'm not wrong. All goblins have the sa appearance up to E-rank, except for Hobgoblins and species that only share the na "goblin" and nothing else like the Raven Goblin. And after that, they will gain different body types depending on their evolution...except the Goblin Pack Leaders! Well, they are leadership-related goblins, so maybe they don't change so they can use the sa strategy as Iron has for Damavand-Tomb?
Rald, being a Pack Leader himself, looks no different from the other goblins. He does have fancier equipnt. A nice-looking jacket with fur-trimmings, a one-handed ax and a bow on his back, and a yellow bandana on the top of his head, but when you remove all that, you're left with a child-sized, green-skinned humanoid with a huge, round nose, like any other goblin.
"Boss, you're heartless..." - Rald
Rald got dishearted over my apparent lack of interest in discerning him from the other goblins, but I have huge expectations for him. Pack Leaders are the only Goblin that can evolve into Goblin Kings in this post-updated world.
"Anyway, where's Karnel? Shouldn't he be part of the welco committee?" - Garami
"He's preparin' a gift, ~ssu. Asked to greet you and tell he may turn up late, ~ssu." - Rald
A gift? That's kind of him. Wonder what it's gonna be...
"That's fine. But mind telling where those monkeys ca from?" - Garami
I was talking about the monkeys, AKA the gorillas and lemurs I could see here and there. There are the sa species as those living on the treesea island in the Velantas region! And for so reason, we've even got the C-ranked gorilla boss on the monster list! That guy's a bonafide C-rank in Strength, so why are they here!?
"Why're you askin' about that, ssu~? Wasn't it you who made the Dungeon so it could be recruited, ssu~?" - Rald
"No, I didn't..., or did I?" - Garami
Since so many different variables connected to the gorilla boss were added to Damavand, did I get so special privilege to summon it? Looking at the Dungeon nu, I can see that the gorilla-boss' CP discount isn't as big as for, let's say, this Darkness/Light C-rank lemur. Maybe the gorilla will turn cheaper if I up STR to [C]?
"And sorry to disturb you while you're thinkin', boss, but..., can we make that the dress code for the Dungeon, ssu~?" - Rald
What's that? Rald pointed at Mira as he spoke...
"As long as you don't even think of touching Mira-" - Garami
"I don't have a death wish, ssu~!! Please spare , boss!!" - Rald
"What's going on?" - Mira
"Just wondering if that outfit should be the norm-, okay, maybe not." - Garami
Mira ca, curious over Rald's outburst, but gave a nasty look when I ntioned the playboy bunny suit that I was having her wear for ignoring yesterday. Sheesh, she can't take a joke.
"Garami, outfits like these are enjoyable, but dirty-minded people would flock to Damavand if the girls are wearing clothes like these," said Mira as she turned around and showed out her outfit...*nosebleed*.
"...that doesn't an we can't have so shops for us monsters with brains...*nosebleed*" - Rald
"Wha-!? ...you, are you a genius?" - Mira
"Stop fooling around, you two. And if you want bunny girls, then I'll just prepare so nightclubs on the lower floors of the Dungeons." - Garami
"YIPPIEEEE!!" - Rald & Mira
You both...
"Ah, boss? When are we gonna start kickin' butts, ssu~?" - Rald
...guess it's ti to give a brief explanation.
I walked over to a tree stump and took out several colored glass spheres I've made with alchemy in my free ti. I separated them into different groups and made a ring out of my threads to further separate one of the spheres. Then I placed a green sphere on the ground instead of on the stump, all to make the spheres represent the twelve towers related to the World Quest.
"I'm gonna explain Filyn's theories and plans regarding this Quest, so keep your ears sharp. First, why do you think the Demon King, the most likely culprit to have had this Quest started by asking the Calamity Nian for assistance?" - Garami
"Uhh..., because he wanted to be the new Overlord, ssu~?" - Rald
"Not likely. Solomar's military forces have taken heavy losses in the recent years, not to ntion the failed attack on Damavand recently." - Mira
It did kill off the monsters from the races that didn't sh with Damavand's traits well enough, but those guys weren't the strongest in our arsenal.
"Now I get it. I was wondering why there were no guys like Mira there, ~suu," - Rald
"You an sprites?" - Mira
"No, Dark Knights. The enemy only had normal Knights and all the other special ones except Mira's class, ssu~. I joined that battle, so I know what I'm talking about, ssu~." - Rald
"...? Anyway, it's true that Solomar lacks the military power to win this Quest in a normal fashion. That much is certain. Rather, it's precisely why they started the Quest." - Garami
"I'm not following you here..." - Mira
"What I'm saying is that Solomar's military power is so weak now that they are instead relying on the Overlord to do their dirty work for them." - Garami
Both of my audience looked at like I had said that 1 1 equals 5, but I continued my explanation.
"What threatens Solomar, or rather, the Demon King himself, the most at this mont is not Filyn, nor the Overlord. It's Avalar. Specifically, the Champion of Agnir who works with that country. Solomar was practically turned into a vassal state in everything except the na. That's why the Demon King started this Quest. To get the Overlord to move, and its first target is Avalar." - Garami
"Wait, why're we assuming that the Overlord would travel clockwise across the continent? Couldn't it go toward the Invidia Marshland instead? That would destroy Solomar before the Overlord could even reach Avalar!" - Mira
"Because there's sothing that interests the Overlord in Avalar. There have been previous incidents where this big guy took a walk, and all the ti it went for Avalar. Sothing that Blot considers the secret weapon of Avalar stopped it from crushing the country, but there's a high probability that it'll go for Avalar again. This is solely based on past events, but since we don't know much about that guy, it's all we have to go with." - Garami
"And if it is acting according to the Quest, then it may force itself past those barriers and attack Avalar...isn't that a good thing for us as well?" - Mira
"Not really. The next target would be Loitan, the dragon kingdom. And even if they could defeat the Overlord, they would take huge losses in doing so. Those wounds could make it possible for us to take over the kingdom after the fight, but Filyn rejected that idea. That place is the ho of not only Flint but Armveil as well. And several other dwarven master-crafters who work for the draconic royalty." - Garami
"aning Filyn wants us to recruit the kingdom into Babel? At least partly?" - Mira
"That's one part, but Blot has also discovered so strange movents from Solomar. They're actively preparing to take the treasures related to the Quest." - Garami
"...? Why? Can't they just stay put until the Overlord tramples everythin' down, ssu~?" - Rald
"They probably seek to pacify, no, stop the Overlord's rampage by clearing the Quest. That's the whole reason the Overlord has to move around, so Blot deduces that it will return to its lair without a fight if the Quest gets cleared." - Garami
"...how's that bad? If the Demon King's just using this chance to destroy Avalar, then I won't bla them for that. Avalar's got the worst reputation ever-" - Mira
"And that itself is a horrible outco for lady Filyn," said a hooded figure that ca from the deeper parts of the Dungeon.
"Karnel, is that you?" - Mira
"Please excuse for my delays...what is it that you are wearing?" - Karnel
"A punishnt ga." - Mira
"Ehh...okay? Anyway, Garami? I wanted to give this to you," said Karnel as he handed a silver-colored...this flower's a damn winner. I'm not into flowers myself, but even I can see this thing is worth more than sothing.
"What's this?" asked Mira as she took a better look at the plant.
"Just a little thing I cultivated in one of the free fields. Garami is an alchemist, so I thought she could use it." - Karnel
True, it does look like it has alchemy potential. Let's take a closer look at it afterward.
"And what was that before-" - Mira
*RIIIIING!! RIIIIING!!*
Mira was about to ask sothing, but a sharp sound from the Dungeon Terminal stopped all conversations. This is...the invader alarm? I thought I had it turned on soundless for invaders without a certain amount of strength...not good.
The Territory attacked is...Damavand-Manor! Crap, this is bad! That's where we're keeping that ox-demon we captured!
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Na:Karnel Gigantes "Friend of Nature"Race:Gargoyle | Gender: MaleLevel:8/65Traits:2Karma Value:200 Main Class:Fortress Caster Lv.2 Sub Class:Druid Lv.50 Sub Class:Gardener Lv.5 Skills:80Titles:22Blessings:0Skill Points:3.2HP: 406/406MP: 525/525SP: 294/294STR: 319VIT: 469MAG: 575RES: 525SPD: 271DEX: 289INT: 109LUC: 115
Skill List:
Spoiler
Skill List:Ability Skills:[Health Increase Lv.8] UP1[HP Auto-Recovery Lv.30] UP4[Mana Increase Lv.15] UP5[Minimized Mana Consumption Lv.14] UP5[MP Greater-Recovery Lv.15] UP5[Stamina Increase Lv.4] [Reduced Stamina Consumption Lv.46] UP2[Strength Increase Lv.6] [Vitality Increase Lv.10] [Magic Increase Lv.12] UP3[Resistance Increase Lv.8] [Speed Increase Lv.3] [Dexterity Increase (Small) Lv.Max] Attack Skills:[Rock Cannon Lv.11] UP2[Earth Wall Lv.Max] [Slate Plate Lv.22] UP5[Mud Hole Lv.20] UP9[Mud Wall Lv.21] UP8[Forest Shotgun Lv.7] UP1[Wood Wall Lv.Max] [Healing Petals Lv.14] UP3[Sleep Petals Lv.11] UP2[Weakning Petals Lv.4] UP1 Magic Skills:[Earth Magic Lv.Max][Mud Magic Lv.35] UP7[Wood Magic Lv.Max] [Magic Ability Lv.Max][Healing Magic Lv.28] UP3[Fortress Magic Lv.2] NEW1From [Barrier Magic] through Fortress Caster Lv.1.[Terrain Magic Lv.12] UP4[Nature Magic Lv.32] UP2[Summon Ally Lv.17] UP3Crafting Skills:[Cultivation Lv.11] NEW2From Gardener Lv.1. Integrated [Planting Lv.Max].[Create Soil Lv.Max][Soil Enhancent Lv.30] UP9Active Skills:[Earth Manipulation Lv.11] UP2[Blast Rock Lv.1] NEW3From Fortress Caster Lv.1.[Mud Lock Lv.25] UP8[Hate Managent Lv.Max][Layered Barrier Lv.2] NEW4From [Energy Barrier] [Mystic Barrier] through Fortress Caster Lv.1.[Guard Aura Lv.Max][Pierce Barrier Lv.30] UP2[Counter Addition (Barrier) Lv.Max][ditation Lv.Max][Item Storage (Soil) Lv.8] NEW5From Soil Commander Lv.40. Passive Skills:[Demon's Magic Operation Lv.12] UP3[Throwing Lv.25] UP4[Aiming Lv.Max] [Evasion Lv.9] UP1[Earth Reinforcent Lv.8] UP6[Mud Reinforcent Lv.9] UP7[Wood Reinforcent Lv.7] UP4[Defense Intensification Lv.6] UP1[Magic Reinforcent Lv.27] UP3[Digging Lv.25] UP8[Nature's Pulse (Attack) Lv.9] UP2[Nature's Pulse (Recovery) Lv.16] UP2[Grand Rock Lv.2] NEW6From Soil Commander Lv.50. [Knowledge of Nature Lv.27] UP3[Concentration Lv.32] UP3[Parallel Thinking Lv.24] UP2 Resistance Skills:[Earth Resistance Lv.3] UP1[Mud Resistance Lv.4] UP3[Wood Resistance Lv.3] UP2[Fear Resistance Lv.Max] Perception Skills:[Magic Power Perception Lv.Max] [Night Vision Lv.8] UP3[Danger Sense Lv.27] UP5[Prediction Lv.20] UP6[Identification Lv.4] UP3[Earth Sonar Lv.12] UP2Leadership Skills:[Teamwork Lv.13] UP5[Party Lv.41] [Clan Lv.4] [Forest Ally Lv.36] UP2 Elents:[Earth Elent Lv.Max] [Mud Elent Lv.10] UP9[Wood Elent Lv.30] UP4Monster Skills:[Heart of Earth Lv.31] UP2[Floating Lv.7] UP2 [collapse]
Title List:
Spoiler
Title List:Achievent Titles:[Terrain Technique Master] [Mystic Technique User][Wood Technique Master] [Guardian][Pacifist][Dungeon Raider] [Tar of the Strong] [Survivor] [Vermin Bane] Hunting Titles:[Monster Slaughterer] [Beast Slaughterer] [Insect Slaughterer] [Avian Slayer][Demon Slayer][Plant Slaughterer] [Wyrm Slaughterer] [Wyvern Slaughterer] Status Titles:[Friend of Nature][True Order][Guild mber: Nightmare Voyagers] [Haunt Hunter] [E-rank Adventurer] NEW [collapse]
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Kigal-Note/Magician Classes: Fortress Caster
Spoiler
Class:Fortress CasterType:MagicianRank:AdvanceUnlock Requirents:Class: [Barrier Mage]Class: Earth/Mud-related classSkills: [Barrier Magic], [Mystic Barrier], and [Energy Barrier] at Lv.50.Skill: [Earth Magic] and/or [Mud Magic] at Lv.50.Title: [Terrain Technique Master].Quest: [From Earth To Fortress]Effects:Alters the growth of ntioned stats:
MP growth increase [Normal]MAG growth increase [Normal]RES growth increase [Normal]Unlocks skills related to barriers, long-range attacks utilizing rocks and the earth, and other terrain-based magic. Skills obtained by advancing in the Fortress Caster Class:Obtained from Main Class only:[Blast Rock Lv.1]Obtained at Lv.1:[Fortress Magic Lv.1]Obtained at Lv.1:[Layered Barrier Lv.1]Obtained at Lv.10:[Moat Creation Lv.1]Obtained at Lv.20:[Shooting Lv.1]Obtained at Lv.30:[Flawless Chant Lv.1]Obtained at Lv.40:[Territory Creation (Fortress) Lv.1]Obtained at Lv.50:[Earthquake Lv.1]
Description:
The Fortress Caster is one of the most defensive-focused Earth-aligned Magician-line classes one can find. It provides great defense for their allies and themselves, and they have access to long-range attacks based on the Earth attribute that makes this single magic caster truly a fortress in the truest sense of the word.
Fortress Casters requires one to have the [Barrier Magic] skill at hand before they can obtain this class. The reason for this is that said Magic Skill will be evolved into [Fortress Magic] upon acquiring the class. This skill inherits and enhances the spells that belonged to [Barrier Magic], making the magical walls more durable than before, as well as increasing the range of the barriers without that much additional MP.
Another skill obtained through evolution when acquiring this class is [Layered Barrier]. By spending either SP or MP, the Fortress Caster can create solid barriers or enhance other barriers with the sa amount of defense as the first kind. It is an evolved skill from the [Mystic Barrier] and [Energy Barrier] skills.
Dedicated Fortress Casters has access to the [Blast Rock] skill, which allows the user to enhance regular boulders with the ability to explode. The amount of explosive power depends on how hard you can hit sothing or soone with the boulder, and your skill level. To assist with that, Fortress Caster also provides the [Shooting] skill, which can send objects flying at high speed by consuming MP, or simply give assistance when the user throws stuff normally.
To create so distance between the Fortress Caster and their attackers, in addition to the barriers and walls created from the Caster's Magic Skills, the Fortress Caster can also use [Moat Creation], a special variant of the [Digging] skill. It creates a moat at a size depending on the MP given to the skill and the skill's level, and can easily prevent attackers who can't fly from reaching the Caster.
As for magic support, Fortress Casters are granted [Flawless Chant], a 2nd-tier skill that is a combination of [Chant Reinforcent] and [Speedcast], as well as [Territory Creation (Fortress)], which is a 2nd-tier skill of [Workshop]. The first skill improves casting speed and enhances the magic formula to make the spell less likely to be disruptive, while the second skill creates a "Territory" where any defensive magic spells will be enhanced, and the spells that use either Mud- or Earth attributes will gain an additional positive correction.
Finally, we have the Fortress Caster's ace in the hole: [Earthquake]. A skill that creates a pseudo-earthquake that shakes the ground and inflicts Earth-attribute damage to any foe within the skill's range. The important thing to take notice of is both the huge MP cost this skill has, and the fact that it only hurts "foes", not "allies". They will still feel the ground shaking underneath their feet, so be careful with this skill's use.
Mira's comnt: You heard the book, Karnel. Be careful...but I guess you're the right golem for this skill.
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