Skills and Thrills(This is an ability choice chapter! Actual Chapter tomorrow!)

[Dungeon Core Kyle may choose three of the following abilities to add to his dungeon!]

All that Glitters- Dungeon gains the ability to create veins of minable resources within the dungeon. These may include Ore, Gems, Minerals, Plants, and Natural Magical items such as soulstones or elemental infused items. These items must be obtained to a certain mass before unlocking the ability to spawn a vein, and all veins have a max amount that may be harvested weekly before despawning. respawning of these veins are determined by the quality of the resource and level of the dungeon.

Baby Boom!-Mobs will now slowly breed over time reducing the need to respawn or create mobs. babies created this way are born completely sentient and have a higher chance of evolution or mutation when born. These creatures are still confined to the dungeon until they become complete adults, at that point they may choose to stay or migrate from the safety of the dungeon. Until that time they are treated as normal mobs.

Familiar Tune- Your familiar gains the ability to speak with wild beasts and non intelligent creatures. This allows the familiar to attempt to recruit or negotiate with creatures ranging from living plants or golems to wild beasts and monsters. Familiar keeps this ability active as a passive ability even outside of the dungeon.

Hammer Time!- The dungeon is allowed to designate up to 5 creatures within it to gain the titles of Master Crafter, Passive Boss, and a crafting skill at expert rank. May only have one type of creature of each crafting specialty. Each chosen creature is granted instant sentience based off their past actions as well as full knowledge in how to use their abilities. Passive Boss turns each creature into a boss type creature but cannot be used in the dungeon itself, but instead can be used to defend both the core room and other area's of habitation for the dungeon creatures.

You Mad Bro?- Dungeon gains a daily ability to randomly teleport all boss drops to another area of the dungeon, forcing adventuring parties to spend more time and energy inside the dungeon searching for their prizes.

Everyone Likes Big Chests!- The dungeon gains the ability and blueprint to spawn a basic chest mimic. Mimic is sentient and acts as a miniboss. Only one mimic may be active every 5 floors and its level/abilities scale with the floor its placed.

[Dungeon Core Kyle may choose one of the following passive abilities to add to his dungeon!]

Tub-thumping- The dungeons core is placed in the center of a boss class elemental golem. Golem is given a random selection of abilities from all boss monsters in the dungeons active roster. This ability automatically activates when adventurers or other hostile forces attempt to attack, steal, or cause harm to the dungeons core and is a purely defensive ability.

Possessions 9/10's of the law!- The dungeon cores inhabitants gain the salvage ability, allowing them to loot their victims bodies and equip themselves with available gear. All gear found this way cannot be absorbed by the dungeon and retains their original stats, abilities, rarity, and durability as well as becoming unlootable when dropped.

This Feels Familiar...-Dungeon has the ability to adopt a second familiar. Familiar must be found naturally unlike their first and must sign an agreement with the dungeon core and current familiar. Each familiar a dungeon core gains allows it to learn more varied skills but may also cause complications depending on racial bias and speciesism.

[Dungeon Core Kyle may choose one of the following combat abilities to add to his dungeon!]

The Walls!- The dungeons walls become an extension of its mind, allowing it to move them about and close in on their prey. When using this skill the normal durability of dungeon bedrock is negated and walls can be damaged/destroyed. Walls may be equipped with traps that upon activation of this skill incorporates the traps into the walls.

Screaming Memer- The dungeon gains the ability to cause psionic damage to those who plan evil against it. If their mental fortitude is not high enough they will slowly begin hearing voices and sounds that are not there. As the psychosis progresses they will begin to hear screams, beastial roars, laughter, and full conversations. Each victim will be tested three times, upon failing a 3rd time the mental strain will become to severe and the victim will either pass out or gain an insanity effect. Insanity- Anything afflicted with his has their thoughts and sight skewered. Your friends are foes! Or toes? Ah just take a swing anyway! You can't miss!

Good Vibes-The dungeon core expends all mana to send a healing pulse throughout the dungeon. Any still active creatures are returned to both full health and mana, while bosses are returned 50% of health and mana. All creatures are given full clarity and a sense of calm while this ability is active allowing them to strategize and execute skills more efficiently. All berserk, rage, or or debilitating effects or buffs are negated.

'Well shit.....How exactly do I choose one of these things now?' I say with greed as I imagine all the ways I could abuse any of the choices presented.