About the current dungeon

Entrance

The entrance is made in all four areas.

Four locations: the Erdo Wilderness, the Yugur Great Forest, the Aad Mountains, and the Ghor Volcano.

Erdo wilderness entrance only.

Hierarchy: Twenty-seven (but this is the site of the old dungeon)

A spiral staircase is set up in a huge vertical hole, using it to reach the entrance deep down. The transfer gate is installed just down the stairs.

As a trap, a golem is installed that integrates with steps that explode if you step on them or walls that reveal themselves if people go through them.

Since it is only for ambush, the power of combat is reduced.

Once attacked, another strike-off golem escapes to the wall.

The underground Great Forest, at the end of the transfer gate, will feed on poisonous pollen and vicious insect plants if they head half-equipped.

It's easier to stay away from the woods.

In the first place, it is difficult to just reach the "vertical hole” because it is almost in the central part of the Erdo wilderness.

Perhaps the least utilized “entrance".

Earth gained strong resistance to poison, hallucinations, and paralysis through the effects of "bulimia”, so he was free to stroll through the forest.

One of the four lengths, Spider Long Chulan's favorite area, if you're lucky, you can see it.

And they prey on you without leaks.

This inlet, in one way or another, has a strong camouflage connotation of deep dungeons made beneath it.

Yugur Great Forest, The Add Mountains, Ghor Volcano

inlet and superficial dungeons

Hierarchy: Twenty-five layers each (this is common to all three places and is almost identical in making)

These three locations have multiple entrances for entering the superficial dungeon.

In particular, the entrance is focused near the forest entrance, at the foot of the mountain range, around the volcano, etc.

This is to be widely used by adventurers and merchants to make them aware of the usefulness of the dungeons.

The large hall at the centre of the first layer of the superficial dungeon is also equipped with a transfer gate to the Aad Mountains and Ghor Volcano, thus creating a connection between the areas.

This will facilitate trade between North, West and East.

Especially since towns and villages around the Aad Mountains are handicapped by huge mountain ranges, daily trading is under very difficult circumstances.

For this reason, Elibel expects that this dungeon will establish a means of movement and that many humans will use this dungeon.

On the first level, there is no such thing as demons or traps.

For this reason, as long as the rumors spread, this first layer of mapping will be done relatively smoothly.

A short walk from the central hall is followed by a staircase leading to the second floor.

From the second level, the golem roamed and trapped everywhere, becoming a real dungeon.

By the action of "pseudo-labyrinth nucleus", in addition to the golem, treasure chests are also installed.

The contents are pleasure after being empty.

With any luck, you get ultra-high purity demon stones.

If you're unlucky, you die a little.

Difficulty is low.

It is a relatively self-weighted dungeon configuration that falls within the scope of common sense.

Mid-layer dungeons.

Hierarchy: twenty-five floors x 9 (all 225 floors)

Original dungeons made for ground safety.

Definitely a broken dungeon for obsolete use.

You reach it by diving through the transfer gates installed in the lowest twenty-five layers of the superficial dungeon.

Twenty-five layers of dungeons are made in one area, connected by a transfer gate.

No matter which surface dungeon transfer gate you dive, the hierarchy you reach is the same, but the starting point shifts to a separate location.

The middle layer is built about two hundred meters deep from the surface of each area.

The outer walls of each area are specially constructed to prevent magic from leaking to the outside.

This is to prevent ground from entering the dungeon directly from each area, as it had previously done "sideways" against the ruins of Elibel.

In addition, special environmental areas have been set up that have been described as deserts, large forests, snowfields and lava areas, and traps are also set up like mountains.

It also roams mud golems and snow golems that can only operate in this area.

From the middle layer, besides the golem, also emerge the Ants and Undead of Ann.

Also, there is no one to say hierarchical lord or floor boss.

Only a transfer gate is installed at the deepest part of each hierarchy.

Basically, the deeper the hierarchy, the more difficult the golems and traps are created will jump.

In the middle layer too, crates are installed, some of which are self-invisible weapons made by Ground and Elibel.

However, since Elibel records all the weapons he makes, the measures are just the same.

Unlike games, there are no promised settings in the hierarchy that you can go to from the beginning, and travel is always one step at a time.

For this reason, it will be hard to go home as long as you dive deep.

However, this is for adventurers only, and Earth, their families, and other demons are free to move through the dungeon from any transfer gate.

All dungeons, including superficial and deep layers, are under the surveillance of Earth and Elibel.

Therefore, if the target was a nasty adventurer, the livestock specification is to weaken them with a large number of golems and traps and put their families and strong demons in there all at once.

The difficulty is strangely high.

Deep Dungeons

Hierarchy: Twenty

The location is the underground space further below the entrance, in the Erdo wilderness.

Darkness beneath the lamp is a common thing.

Earth, Elibel and the most important areas for the families to live in.

The hierarchy is twenty floors, but half of them are living spaces.

At the bottom there is Elibel's lab and ground beds.

Only the living space of the earth and the families, whose magic concentration is not comparable to that of the middle layer, is absorbed by the trees of the great underground forest of the Erdo wilderness above, so there is no magic leaking outside.

All this golem roaming the dungeon is a confident piece made by Earths himself.

It's a small number, but far above the middle.

I plan to gradually increase over time from now on.

Experiments on new traps and battle training for demons will also be conducted in this hierarchy.

This is because the magic of the demons rises faster in high concentrations of the magic vegetable space.

In addition, all of the surface, middle and deep layers of this dungeon are currently undergoing retrofitting in a progressive fashion, and routine tea meals such as changing the arrangement and type of trap are carried out.

Mapping is extremely difficult because passageways can also be changed remotely.

Loaded with adventurer efforts and mind-breaking tricks.

Come on, let's all try the dungeon!

Earth dungeons await everyone's challenge!

Oh, but please don't come the really strong ones.

Feel good, please.

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