Once everyone was up to speed on the plan, Leon immediately began to split the workload based on the parts that they could do, and what everyone specialized in.
"If we have Karl do the core, as he has [Randomize] and the other necessary skills for the tower itself, we can have Dana and Cara work on the interior design and layout calibration. Then, I will work with Rue to add the advanced functions, while Louie works his magic to make things more interesting.
Sam, if you can work with the Alchemists to add some recipes, I’d appreciate it. I know that your rune work is good enough for the job. Luminaria can work with Dana and Cara, using Divine Botany to make the plants into something that can be removed from the dungeon as magical resources.
If we have others around with the skills to help, they can join whatever team needs them."
With so many people working on different sections, the tower was going to be an absolutely monstrous item when it was finished, a Peerless Grade item at the very least, with a massive power supply requirement.
That was what Karl was going to work on first.
If the tower didn’t have the ability to store enough mana it would limit the number of people who could enter.
Ideally, they wanted it to work like a regular dungeon, where people could enter every minute, with a flexible difficulty level, so that it would match to groups from Spirit Immortal to Ascended Immortals.
If they could borrow a Legend to do the finishing touches, that would be even better, Karl thought.
They were making the greatest of items for their Guild House, and it would be a shame if they couldn’t use it anymore once they reached Supreme Rank. Getting a Legend to help with the final steps would put the Legendary Blessing on it, reducing damage from Supremes, which would stack with the Supreme damage reduction against Immortals.
So, Immortals would have absolutely negligible effect on the protective barriers placed on the tower.
It would make the mana required to keep the tower active plummet, but convincing one of the few Legends he had met to come help was a bit more difficult than simply convincing the other branch members to join in.
That was a problem for the final stage of the construction, Karl decided.
Making the base of the tower both complex enough and flexible enough to accept all the other modules that the Guild was working on would be difficult enough without being distracted by the possibility that he could get a Legend to give it a final bump.
Creating a Trial Tower that was designed to work with the efforts of nearly a dozen other people was far more difficult than anything that Karl had done before.
Fortunately, they were turning in sections as they completed them so that he could integrate everything.
The only part that he couldn’t figure out was what exactly the vampire was doing. It was almost like a runic array, drawn in blood. But the runes weren’t anything that Karl could read, and he couldn’t figure out what effect the vampire wanted to add.
The trial would already kick people out before they died, that was a basic function that Karl always added for safety.
It would even give them a small healing effect on the way out.
So, their trial would be much safer than the average dungeon, as a full party wipe wouldn’t lead to true death. It would just lead to temporary weakness, unless you were killed by someone waiting outside.
"What is that you’re adding?" Karl asked as Cara brought over a large stone that was made of layered thin sheets covered on every side with runes.
"This is the final runic array to add difficulty levels to the dungeon. Let me tell you, this was not easy, but we’ve managed to set it to adjust the difficulty to six different levels while still being based on the average power of the group members.
So, when they come in, it should prompt them to choose a difficulty from one to five, and then they can do the dungeon how they want.
It should also work with the standard loot runes, prompting the dungeon to adjust the rewards as if it were a higher level group entering when the difficulty goes up, instead of just giving them more of the same stuff."
Karl nodded and accepted the stones to add to the interior of the tower.
He would encase them in a nearly indestructible metal case, so that even if the tower was damaged by age, it wouldn’t mess with the difficulty settings. Any damage or alteration to those settings would be a mess.
But it would be fun to see how long it took before someone realized that there was a hidden sixth setting to the dungeon.
Being designed by Cara, the options were difficulty levels 1 through 5, plus "Yes", for all the difficulty.
Anything less would just be boring.
The added sections that Leon and his team were working on had added a whole new twist to the usual dungeon experience. Instead of being a predictable set of monsters at different danger levels, they had made it so that the dungeon could have one of twenty different compositions, which would be paired with one of the six different environments that Dana’s team had created.
That work combined with the efforts of Luminaria and her people to create magical plant life inside the dungeon, so that visitors could collect resources.
Karl’s basic design gave it a chance to generate magical metals and gems, but the magical plants would be far more popular, as most Immortals didn’t even think about mining a dungeon and would only pick up things that they recognized as valuable.
It was all coming together well, and Louie finally had his work ready.
"I have made a Soul Refining Array. It’s a specialty of the Blood Array Master, and it helps Immortals at the Spirit and Void Rank to improve their growth. It will combine with the experience rewards to boost growth as the difficulty goes up, and it will allow the dungeon to give growth type rewards.
Those normally aren’t an option for a runic trial, or the average Hidden Realm.
That alone will make it a massively beneficial resource for those with cultivation type Systems, and those with experience-based growth goals.
This world, with so many different Systems on it makes this a lot of fun. No matter what we offer, there will be someone who needs it."
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