Cherreads

System/Dungeon Rules, Authority, and Functions:

It's not finished yet, but I wanted to show you guys what I've got planned. Comment with any questions you have or if I should change something.

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Thank you for reading the [Dungeon Creation Manual Guide]. In this guide, you'll learn the essential rules, functions, and techniques needed to create your very own dungeon, offering limitless customization, though at a cost, of course.

[Dungeon Location]

The first step for every dungeon creator is selecting the perfect location for their dungeon entrance. It doesn't matter where you choose, inside a cave, hidden beneath a pond, or even at the bottom of the ocean (if you can reach it!). The only requirement is that you must physically touch the chosen area. Once you do, the system will generate a hidden portal to your personal dungeon realm after you chant the word [Creation].

However, there are limitations to consider. Your dungeon entrance can never be fully sealed. While you can cover it with dirt, rocks, or any material of your choosing, the portal itself, responsible for transporting adventurers between the real world and your dungeon realm, will always remain functional.

Additionally, you may only have one entrance, which can never be relocated. The entrance must also meet the minimum size requirement of 10 feet in height and length. However, as your authority level increases, you may gain the ability to create additional entrances in the future. 

[Dungeon Floors]

Now, onto the second step of dungeon creation. Building your floors! There are two ways to do this. The first method is using the [Floor Template] provided by the system, while the second involves manually constructing the floors yourself. Both approaches come with their own advantages and drawbacks.

The first approach is using a [Floor Template]. This approach involves acquiring a Dungeon Token, which can be obtained by conquering other dungeons. Dungeon Tokens acquired through this way will reward you with a random [Floor Template] or [Creature Template], which serves as a blueprint for your dungeon floor. The [Floor Template] dictates the terrain, environment, spawn points, and ecosystem, ensuring the floor functions similarly to its real-world counterpart.

The strength of the creatures within the floor will scale based on your level. Regular mobs will always be weaker than you, while the floor's boss will have strength comparable to yours. This method is ideal for a structured and efficient way to expand your dungeon without designing everything from scratch.

However, when using a [Floor Template], you'll not be able to modify most of the entire floor, hardly anything can be changed unless certain conditions are met and if the changes fit the theme of the [Floor Template]. The Boss and mobs created by templates will not have the ability to grow stronger and will stay at their same strength no matter how much you level up or how many times they kill invaders. However, that can be changed by having a [Floor Overseer], which will be unlocked once you have an Authority Level of [A5]. 

The second approach is a more hands-on method, allowing you to manually design and shape each floor to your exact specifications. This option grants complete creative freedom, enabling you to craft unique environments, landscapes, and challenges. There are very few restrictions on what you can create, as long as you have enough SP (System Points) to purchase modifications or use your own gathered resources to make changes.

A major advantage of this method is that any mobs or bosses you create will have the potential to grow stronger over time, even being able to evolve based on the conditions the system establishes. This allows for dynamic and ever-changing dungeon floors, which can become increasingly dangerous as they develop.

However, manual construction comes with its own challenges. You'll need to populate the floor with essential resources, creatures, and other elements to ensure a functioning ecosystem. Doing so through the [Shop] can be extremely costly, making this method resource-intensive if you rely solely on system purchases. A more economical alternative is to venture into the real world and gather the necessary materials yourself, though this comes with its own risks. 

[Dungeon Life Creation]

A crucial aspect of any dungeon is its mobs and bosses. Thanks to the all-powerful system I created, you can bring forth creatures of your 'own' design, as long as you provide the necessary resources.

However, there is a catch. While you can choose which types of creatures to combine, the system will randomize the final result based on the materials provided. This means that while you influence the general concept, the system ultimately determines the specific traits, abilities, and appearance of the new creation, which can be changed with a higher Authority Level of [A3]

Nearly anything can be used to create creatures, metals, armor, inanimate objects, and more, but such advanced creations require a high authority level, specifically Authority Level [A6]. Until you reach that threshold, your only viable resources are the corpses you collect along the way. The quality of these materials directly impacts the strength and growth potential of the resulting creatures, making careful resource management essential for crafting powerful dungeon denizens.

If you recall the [Creature Template] reward mentioned earlier, these templates allow you to create random mob-type or boss-type creatures using the required materials listed by the system.

Mob-Type Templates: You can create an unlimited number of mobs from a given template, placing them almost anywhere within your dungeon, as long as you have the necessary resources. However, these creatures will have very little growth potential, making them more suited for quantity rather than long-term strength. However, this restriction begins to change at Authority Levels [A7], doesn't matter if there's a [Floor Overseer]

Boss-Type Templates: Unlike mob-type creatures, only one boss-type creature from a given template can exist per floor. This means a single floor can contain multiple bosses, but each must come from a different template. Like their mob counterparts, these bosses will also have limited growth potential, though this restriction begins to change at Authority Levels [A9], it doesn't matter if there's a [Floor Overseer].

[Dungeon Master]

[Dungeon Functions]

[Dungeon Realm]

[Dungeon Rules]

[Level Up Function]

[Emblem Marker] [Partially LOCKED]

[LOCKED]

[LOCKED]

[LOCKED]

[LOCKED]

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