Engineers (2)

"We will start with dangers posed by monsters. As a general rule, you should at least know the basic traits of the monsters in the areas you travel to. There are encyclopedias where you can look this up and I won't be covering too many monsters here, since that would take weeks. You can also ask the adventurers stationed wherever you are going, they should have an idea what monsters are active in the area.

"That said, before we get to individual monster types, there are a few important distinctions that can apply regardless of type. Those would be unique and boss monsters. Unique monsters can be of any species but they are much more dangerous than their ordinary counterparts. You will notice them since they usually act strangely. Some have skills or mutations that their species doesn't normally have, others are far more intelligent than usual.

"Similar to unique monsters, boss monsters also have no set species. However, unlike unique monsters, boss monsters are governed by different rules. They cannot leave their boss area. That area can span anywhere from a single room to an entire floor. They can also respawn with their memories intact and their strength retained as before death."

The lady in the blue cardigan raises her hand again and I nod for her to speak.

"Don't ordinary monsters respawn too?"

"Yes but only as a species. As an example, if I kill a goblin that has gained the skill sword use through fighting, the goblin being respawned will not have that skill. Similarly, if I kill a hobgoblin that evolved from a goblin, only a goblin will respawn. A boss monster however retains all their skills and evolutions as well as their combat experience."

"So what do we do if we meet a unique monster or a boss monster?"

"That depends on the specific species you are facing. With boss monsters you can always be safe by leaving their area but otherwise it varies.

"I get that this doesn't feel very helpful but the huge variety makes generalized statements almost impossible. And unique monsters as well as boss monsters aren't exactly common so we will focus on ordinary ones."

They seem somewhat satisfied with that.

"Then, please turn to page three on your handouts. What you see depicted there, as you may already know, is a goblin. Goblins are among the weakest yet most widespread monsters. They can be found on most of the white tower's lower floors and to the average civilian like you they can easily be deadly.

"Goblins are humanoids and therefore have some level of intelligence compared to other monsters on their level. They also go crazy if you flee. The reports from colosseum madness aren't conclusive but they believe that due to the appearance of a unique goblin, the sub species of goblins there gained a skill that increases their strength when chasing fleeing targets. Some dungeon researchers believe that this is some innate latent talent hidden in all goblins. Therefore, the suggestion for facing goblins is to act aggressively and try to disable them before then fleeing.

"My personal suggestion is pepper spray but that can be expensive since it needs to be the strong kind. It's also dangerous since if you hit a teammate or adventurer things may go wrong. If you have nothing like that on hand, sand or even dirt can do the trick but getting close enough to use it can be dangerous too.

"As for getting a weapon and fighting, I personally can't recommend it, but it can be done. Fighting a goblin is difficult but doable unless it has already evolved or is near evolution. The reason I don't recommend it, is that you will almost inevitably get hurt.

"As a rule of thumb, getting hurt in a dungeon is very dangerous. From the scent of blood luring more monsters to find you, to the fact that you can't run as quickly. You'll want to avoid it."

A few hands raise and I motion for them to ask.

"What weapon do you suggest for beginners?"

"Where can we get pepper spray that's strong enough?"

"How do you tell if a goblin has evolved or is near evolution?"

Navi?

"Regarding your choice of weapons as well as the pepper spray I suggest you ask Navi. VR dungeons offers a wide array of tools meant for surviving in a dungeon."

Though I was unaware we had pepper spray.

I see, we are exploring new business ideas again. Just try to make the pepper spray cheap or carriers won't be able to afford them.

Should have known.

"As for telling goblins apart from their evolution, in my experience the evolved versions usually have physical traits that distinguish them. Like longer arms, thicker wrists or something like that. They also should give you a sense of danger that way higher than a normal goblin. Similarly, a goblin near evolution will give off a stronger sense of danger than one who doesn't. You might not get it all the time but your gut feeling will usually be spot on."

They nod and write that down like I just gave them a perfect guide. And another question from the lady in the blue cardigan.

"Is it true that goblins are… you know… more dangerous for females."

"Yes, though the rumors about it seem to concentrate on goblins and orcs while males of all monster species have that instinct. Rest assured though, within the dungeon those instincts are much less pronounced since the dungeon influences them to focus on defending itself."