Lewd Dungeon, Chapter 201 (Patreon)
Content
Chapter 201 – Tier
Finally, the last of the Golden Host of Pofmis had either been captured, slain, or converted. To say that I leveled up from all their wonderful XP would be underselling things greatly. I kept all the XP, but shunted the better part of the mana I gained from their deaths to my pet dungeon on the moon. After all, I had already finished my ‘reception hall’ preserving the site of the Apollo 11 landing, and was preparing to open the first permanent portal there. She needed mana if she was going to grow into something strong enough to pose a challenge to the people once I opened up the gates.
I gained 17 levels in a single shot. That would be a big deal under any circumstances. But for me, right now? Well, it was even better.
As the last holdout got collared and enslaved to become the communal property of the Vurlocks outside the Water Temple, a wave of energy pulsed through me, and through the dungeon. If I was a movie villain, I’d probably be laughing, with lightning flaring from my fingertips, screaming about unlimited power or the like. It felt like I was burning, and it never felt so good.
I was transcending to Tier 2.
Tier 1 Level 50 complete.
Initiating Tier 2 ascension.
Calculating options…
New options available for Race, Class, and Profession. Advancing to new options will offer new abilities and skills, but may close off other courses of advancement due to specialization. Tier 2 Races, Classes, and Professions are generally more powerful than Tier 1, but are typically more focused on individual aspects of a Tier 1 race, class, or profession. Skills or abilities already gained are not lost, however.
Do you wish to advance to a Tier 2 Race?
Yes / No
Do you wish to advance to a Tier 2 Class?
Yes / No
Do you wish to advance to a Tier 2 Profession?
Yes / No
Tier 2 Race Options
Demonic Dungeon Core – The Dungeon Core is infused with demonic power. This allows the core to grow a demonic body around it, allowing the core to move and fight on its own. The care can move freely within the dungeon, but cannot leave. Gain increased benefits from corrupting enlightened creatures.
Unlocked by: Presence of demons in dungeon.
Divine Dungeon Core – (RARE) The Dungeon Core is infused with divinity, further stepping along the path to becoming a true god under the System. The Dungeon’s area of influence is treated as holy ground for its new faith. Gain increased benefits from the worship of those not bound to the dungeon.
Unlocked by: Having over 500 worshippers
Enlightened Dungeon Core – The Dungeon Core gains the ability to transform into a mortal being of an enlightened species. While transformed, the Core can leave the dungeon for short periods.
Unlocked by: Use of enlightened creatures as floor bosses.
Free Dungeon Core – The Dungeon Core gains the ability to move freely, creating a body like their avatar. They lose direct control over the established dungeon, but are able to move outside the dungeon as they see fit, with an aura of their influence following wherever they go.
Unlocked by: Sending an Avatar outside of the main Dungeon.
Hive Dungeon Core – The Dungeon Core gains the ability to induct other dungeon cores into a hive mind, using their abilities to increase its own. The Dungeon Core gains all skills, templates, and minions belonging to the subjugated cores, and adds their processing ability to its own.
Unlocked by: Subjugating one or more Dungeon Cores in a Dungeon War.
That was… a larger list than I expected. I honestly did not expect that ‘Dungeon Core’ would have much in the way of evolution paths or whatever the system was here. After all, my true form was a crystal stuck in a pocket dimension underground. That did not exactly leave much room for traditional evolution.
Looking more closely at the options, though, the choice was relatively straightforward. Demonic would leave me vulnerable to spells like the one the fallen champion of Pofmis tried to use on me. Enlightened and Free would rob me of one of my key defenses here on Earth, the fact that, as a dungeon, I was basically outside the law. If I went out of the dungeon’s influence in my true form, then someone could find some way to try and make me pay for being such a bad, bad boy. And the less said about becoming a hive mind the better.
Divine Dungeon Core Abilities
+10 INT, +10 WIS
+5 INT, +5 WIS per level
2 Unassigned Attribute points per level
Gain increased power based on the number of worshippers not bound to your dungeon.
Your dungeon and its domain is now considered holy ground for your faith
Servants of gods hostile to you suffer -10% penalty to all stats while inside your dungeon.
You may create a divine messenger to act as your voice outside the dungeon.
This looked slightly underwhelming at first glance, but I could already see how it was far more interesting than initial appearances would make it seem. Just penalizing my enemies in my domain would be powerful enough, since it worked as a percentage, rather than an absolute value, but the unquantified amount of power gained from worshippers meant that I might get some really nice bonuses if I grew my faith more. And divine messengers were always a nice arrow in the quiver to have.
Clearly, I wasn’t the first dungeon core to stumble upon this path to divinity. Well, I’d heard that my plans were not entirely unheard of. And I could easily see how a dungeon could end up being worshipped, especially in primitive cultures. But the System was very quiet on whether any dungeons had actually become full gods (and I had spent a lot of time researching), which suggested that the nascent faiths were wiped out at some point, before the core could become a true god.
Tier 2 Class Options
Breeding Dungeon – The Dungeon has specialized in monsters that breed with adventurers and each other. This leads to more potent results from breedings, and increased biodiversity, offering a better chance for rare and unique monsters to spawn from breeding. Opens up specialized breeding options.
Unlocked by: Having a creature forcibly breed a creature not belonging to the dungeon, and give birth.
Evolutionary Dungeon – The Dungeon has specialized in creating new evolutions of existing monsters, increasing the variety of creatures in their dungeon. Opens new evolutionary options.
Unlocked by: Causing multiple evolutions of monsters.
Magos Dungeon – The Dungeon specializes in magical effects, traps, and equipment, rather than seeking new creature types to inhabit its floors. Opens extra magical options.
Unlocked by: Using spell effects on every floor of your dungeon.
This was another easy choice. Both the Breeding and the Evolutionary options were nice, but that was less my focus as a dungeon, and more just another way to break down those who came into my halls. They were tools, not goals. Magic was also a tool, but it was one with a lot more scope and utility than the other two.
Magos Dungeon Abilities
+10 INT, +10 CHA
+5 INT, +5 CHA per level
Magic effects cost 20% less MP.
Enchantments created by dungeon or dungeon-bound creatures have 20% chance to have increased power for same material cost.
Dungeon structures are immune to hostile magic.
Magic traps are 10% more effective.
Looking at the Magos dungeon class, I was unsurprised. It wasn’t spectacular, but it wasn’t bad, either. I suspected that the reason why my options were so lackluster was because I was focusing primarily on doing my own thing, like my plans to become a god, rather than just being a dungeon. The System seemed to react to your focus, to some extent, so that was to be expected.
Tier 2 Profession Options
Blessed Cult Leader – While any true cult leader (as opposed to simple charlatans) will find the power of their chosen idol or god flowing through them, a Blessed Cult Leader is directly in touch with their chosen entity, granting them greatly increased powers, both in terms of magic, and in their ability to attract followers.
Unlocked by: Founding and growing a cult from 0 to over 100 worshippers.
Despoiler of Virtue – Many villains out there have rampaged across the land, but the Despoiler of Virtue always takes time to taste the sweetest unplucked fruits, or taking otherwise virtuous people and turning them from their path. There is no depth of depravity to which they will not sink, if they believe there is entertainment to be had there.
Unlocked by: Violating (or causing to be violated) 25 virgins within 1 galactic standard year.
Divine Slaver – (Ultra Rare) Divine entities are rare, with most worlds having only a few hundred out of a planet of billions. Divine entities which practice the slaver’s profession are even rarer. But a slaver who rises to divinity and continues on their path can gain unique insights and powers from his slaves, and use them to further his worship.
Unlocked by: Being a divine entity and owning over 50 slaves.
Harem Master – Harem Masters are lords of debauchery, gathering all the pretty flowers they see, and taking them all to their bedchambers, to properly enjoy them all. While Harem Masters may vary in character and the number of harem members they take, all are united by the fact that they care more about the harem as a group, and the pleasures it offers them, than the members as individuals.
Unlocked by: Having a harem of at least fifteen members.
Hedonite – Hedonites not only enjoy the rush of throwing themselves into sensation, but they gain power from it as well. A hedonite gains power from the acts they commit, and gains further powers of persuasion in bringing sensation to those they meet.
Unlocked by: Making at least 10 people climax 1000 times each within a galactic standard year, through action or by setting the conditions for the action.
Legendary Charlatan – The Legendary Charlatan is a consummate actor, trickster, and liar. He weaves his webs of lies, and all believe him. So powerful are his deceptions that even those who know the truth may doubt what they know. The Charlatan’s powers of persuasion are drastically strengthened.
Unlocked by: Maintaining a lie that is believed by at least 200 people for a galactic standard year.
Lord of Corruption – (Ultra Rare) There are those who can corrupt others, and turn them from their proper path, and then there is the Lord of Corruption. The Lord of Corruption can take even the most devoted paragon of virtue, and tarnish them.
Unlocked by: Corrupting over 100 individuals with divinely-powered classes (like priests and paladins) and making them forget their oaths within a single galactic standard year.
This was interesting. Some of the professions felt more like classes. But then, there were plenty of those. Like Merchant could be a class or a profession. Both made you better at buying and selling, but the class gave you extra bonuses, like being able to earn XP from making deals, while the profession allowed you to have some bonuses, and still have a class that wasn’t pure support.
The choices were all much more interesting than the race or class ones, too. There were no ‘bad’ options, as far as I could see, but I was definitely leaning towards the rarer ones. If I knew anything about the System, it was that ‘rare’ meant ‘powerful’. By that line of thinking, ‘ultra rare’ was probably even more powerful.
Still, looking at the two, the decision really came down to which road I wanted to walk down. Lord of Corruption would allow me to better twist the minds of those who came into my halls, turning them to my service. But Divine Slaver offered greater potential benefits, depending on who I enslaved. It was the pick between the specialist and generalist paths.
However, I knew from experience that specializing too far left vulnerabilities, unless you had a team to watch your back. I was alone, with my bound minions and my worshippers. I didn’t have allies to rely on. In the end, that made my choice for me.
Divine Slaver
+10 CHA, +10 WIS
+5 CHA, +5 WIS per level
Slaves owned by you grant you add to your MP and mana regeneration.
Slaves owned by followers of your faith add to their masters’ MP and mana regeneration.
Slaves owned by you gain +10% to all actions while following commands.
You are able to use skills your slaves have as though they were your own.
That… was huge. Oh, the first couple items were nice enough. Extra mana and mana regeneration was always nice, after all, and I could always support my minions being better at their tasks. But being able to use the skills my slaves had? That was HUGE!
And speaking of skills…