Nightmare Fantasy Online

Chapter 25: Chapter 24: Dark Udug & Dungeon Monsters


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When I woke up in my Player Room, I was amazed at how clear things were. I'd almost forgotten how great it was with proper eyes in-game.

After snapping out of my amazement, I started to look at my body. The "broken parts" that used to be on my body had all disappeared. The horns are still there though. And now, both my eyes had black scleras. There were no cracks though, so I didn't mind. Even if my pupils had taken a cross-like shape. 

Other than that, my body was completely "human". Though, if the description of this race was right, then my insides wouldn't be meat and flesh, but...darkness? It's a little strange to think about. 

Anyway, what's new on the game-front? 

Okay, Three skills for the price of 1 evolution. Not bad. And the "unstable"-part of my trait has gone sayonara. 

I then started to look at my stats..., wow. Anyway, let's swap the titles from the Evil Eye to the World Conquest title. Better this way so people don't guess my (potential) killer skill.

Attack Skills:
Magic Skills:
Crafting Skills: Active Skills: Passive Skills:
Perception Skills: Elements: Monster Skills: Hunting Titles:
Status Titles:

Now we're talking. According to the BBS, the humanoid E-rank races start with an average stat build of 80-to-100 depending on the race. Some may have lower stats overall due to specializing in some status values, just like me right now. 

But my number of skills far surpasses any normal humanoids. Even if they're a bunch of low-leveled ones. Which may not be so good after all.

Yesterday night, I went around and spread bits of info on the BBS regarding the dangers of challenging the Dungeon while skipping out on the gains from it. While doing so, I also took a peek at the "meta"-boards. Turns out that high-leveled skills have higher worth than a bunch of low-leveled ones. Some guys even spend time and AP to get a single skill to the second skill tier. 

"But just 7 AP isn't much..." - Garami

Despite me turning into the ruler of the Dungeon, or precisely because I'm the one in charge now, there are not many opportunities for me to obtain more AP from now on. The few Quests that were laid around the Dungeon were there only due to the place being a "trial" to players, not something we players owned. 

That is my thoughts after seeing the "color spiders" being whipped out from the castle after I obtained its ownership. Even the grey ones...

Anyway, even the BBS says that the monsters in some Dungeons are super-unique to those places and aren't found either in nature, in other Dungeons, or as evolution options for us inhuman players. Some Dungeons have regular monsters inhabiting/defending them, but the unique ones are as explained: unique. 

No need to cry over lost AP opportunities or spiders..., okay, I'm crying for the latter. Just the grey ones. *Sniff*.

L-let's change the subject, *sniff*. What can the new skills do?

The first two skills are cool, but WHAT THE ***!? [Demon's Presence] is too fiendish! N-not that I know how bad this "corruption"-thing is..., better not use it too often. And hey! It doesn't say anything about it requiring any costs! Damn. Fiendish indeed.

Okay, better keep a move on. The Dungeon Points are soon fully charged. Not acting would mean wasting future Dungeon..., let's just call them DP for short. First, I need some bodyguards, aka, monsters...huh?

When I tried to "spawn" some monsters, I got a list of the related elements of the Dungeon and something called "monster-lines". Currently, there's only a "Demon-line" on that tab. I tried to push them both and got a list of various demon-type creatures. All of them related to Darkness.

From what I gathered from the system menu, it seems that each element of the Dungeon is required to be connected with a "monster-line" for me to spawn monsters here. Just one line per element, but it seems that I can use the same monster-line for various elements, but only after I've obtained those.

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After that, I need to select a "chief" among the various monsters, or in my case, demons. I can then start spawning monsters of that race. And that extends to its evolutions below and above its current rank! But the Dungeon's stats have to be high enough for that creature's summoning. I can't summon D-ranks with my all-E stats, and some races require me to up the ranks of more than the Monster-stat. 

In addition to the chief, I can also add up to three "retainers" to that element. However, the element is stuck with the monster-line I chose when selecting the chief, and the retainers have to have some "connection" to the chief.

That last part isn't a problem in my case. It seems that any demonic creature is considered a "demon". Be it a Fiend or a Mimic, or even these "Demon Dogs" that are a popular mob around the Darkness capital according to the BBS, I can still add them as retainers no matter what. They're all demons in the end.

It would be worse if my monster-line would be something like "Beast". If I chose a wolf mob, then all the monsters of that element would have to be canines. Or so I think. There's nothing that can prove me otherwise, just as there is no proof for my hypothesis.

With that in mind, I started to look at the LONG list of potential demons. As expected of their "main element". Since there's no big deal who becomes the chief, let's choose something cool and strong. It may be that the chiefs are easier to spawn, or the Dungeon bosses are based on only the chief.

And after a while, I found something.

This doesn't sound bad. It's not one of the races a player can evolve into, as I looked up Darkness Fiends and its description explicitly told it was among the demons that "represented the sin of Wrath". Well, Extra Evolutions are a thing, so it may not be completely impossible. 

I went with Stygian Clown for the chief and started to pick out its retainers. Not that I needed to, but it's better to take care of stuff like this right away. And after a little while, I found them.

To keep it short, I've added a Scout, a Mage, and a Warrior as the retainers of the Stygian Clown. From their names, I think there are other variants from the different elements. Maybe except for the Phantom?

After I'd finished selecting the monsters, I could now place them on the floors. Seems like I can have up to 50 E-ranks on the first floor, with an additional 10 added each time we go up a floor.

I can also swap 1 E-rank for 5 F-rank monsters, and 1 F-rank for 5 G-ranks.

At first, I didn't see the reason behind this ability, since F- and G-ranks are too weak to be trusted with protecting the Dungeon, then it hit me. They were bait. A Dungeon can't become stronger without invaders, since killing these invaders are what increases the Dungeon's level and its DP-cap 

Despite that, I simply added Clowns, Boogeys, Phantoms, and Gazers to each floor with an overall ratio of 3:4:1:2. Before focusing on the Dungeon's level, I should prepare it before the big event.

Selecting and assigning monsters didn't consume DP, but I couldn't control when the monsters spawned as a drawback. An E-rank will take 20 minutes to respawn, and that's only when there are no invaders on that floor. 

And back to the DP, they're almost capped. It's time to spend them and on Dungeon stuff this time around. 

I added a special restriction on the invaders, limiting them to at most 2 parties at the same time. It took 100 DP, but it didn't take any Facility Points..., guess I can shorten that to FP.

After that, I ordered a Wooden Arrow Trap and placed them on the 1st floor. Seems like they're placed randomly after I assign them to a floor, and they will move randomly a while after they're triggered. Not bad for a test buy.

I used up the rest of my DP on a Poison Arrow Trap and finished for now. I want to take a walk. After all, this is the first time in a while that I could explore the Dungeon without limited sight.

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