Chapters (17)
“I got workers coming to dig your tunnel,” Lucas told Katie as he walked over to where his party members were crouched around the assortment of maps that had been tagged together. “It shouldn't take them more than week or so, and we’ll work on finding a water monster after that.”
Katie just replied with a “nnn” sound and nodded.
As he pulled up his HUD, trying to gauge where it would be best to begin building the tunnel, he saw his territory had 95.5 gold. That total was separated from Territorial Income, which was still the same measly 10.6 gold per month as the last time he checked it. He was thrown off by the larger amount at first, but then he noticed that both his and Saba’a’s Loot Levels were capped. The only way those statistics would have gone up is if the dungeon had successfully been fending off several parties.
Why in the heck is it so high? Lucas wondered for a minute. He hadn’t seen anyone on his way back to the manor. Wait, of course! They’d be in a dungeon instance. It was then that he saw three buttons at the bottom right of the map that he hadn’t paid attention to previously. The first one said “Active Ongoing Instances” in medium sized letters, and then in big letters under it with all caps was simply “JOIN (3).” It didn’t take very much to realize that the “(3)” signified how many instances were currently ongoing at the moment. The next button was labeled “Summary,” and the last button was labeled “Upgrades.” Lucas clicked on the upgrade button as soon as he saw it, and a new set of menus appeared on the right side of the Dungeon Menu display, and the Dungeon Map shrank to half its size and moved so that it only occupied the left half of the total display.
Lucas’s Dungeon Map remained the same, but little notes appeared next to each of the dots representing guards and Saba’a. In all, the information was simple and easy to read. Next to a guard’s name was his corresponding level, quality of training, and equipment value. After that, it listed Attack Value (Melee), Health Value, and Defense Value, and finally underneath all of that was a stat for Player Subjugation Rate. All of the guards were listed as only having “Minimal” training and were only Level 1. The guards whom he had configured to have overlapping patrols displayed a Player Subjugation Rate of just under 5%.
So, they’re pretty much useless except against small fry, Lucas noted.
Equipment also seemed to be rather important. Halberd-carrying guards had an Attack Value of 5(6) at Level 1, but their Health and Defense Values were both just 5. The guards that Lucas had given swords and shields to had Attack and Health Values of 5, but their Defense Value was listed as 5(6).
So, the first number is the base number, and the number in the parentheses is the numerical value after equipment is taken into consideration.