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about them while her concentration was somewhere else.  Stripping them of their defenses would make them practically useless, after all.

Every creature that had been set up in both sections was absorbed, as well as every trap.  She was already feeling like she was getting to the limit of how many traps she could place, with what was inside the two sections, her defensive room, and those that she had placed in the Hall.  If she wanted to utilize any inside of the arena, for potential obstacle courses or some of the other ideas that the other Dungeon Assistants had proposed, she’d have some major trouble accomplishing that.  Knowing that they would be easy enough to replace later, once she opened back up to the world, it didn’t really bother her to undo all of her hard work.

All of that was due to needing her full Control Limit back, as she ended up spending most of it to fill the 16 rooms surrounding the arena. For 10 of the rooms, the creatures inside were familiar to the Raiders; the major differences in them were the quantity they would be up against, as well as elevated creature Levels.

10 Root Foxes (Level: 1)

7 Frond Coyotes (Level: 1) / 7 Branch Jackals (Level: 1)

8 Forest Wolves (Level: 2)

5 Savannah Lions (Level: 3) / 5 Mountain Cougars (Level: 3)

6 Forest Wolves (Level: 4) / 10 Echoing Hyenas (Level: 4)

5 Gnoll Warriors (Level: 5) / 8 Echoing Hyenas (Level: 5)

6 Kitsune Archers (Level: 6) / 10 Root Foxes (Level: 6)

5 Crag Harpies (Level: 7) / 10 Cliff Lynxes (Level: 7)

4 Kitsune Archer (Level: 8) / 4 Gnoll Assassins (Level: 8) / 4 Echoing Hyenas (Level: 8) / 4 Root Foxes (Level: 8)

2 Werewolf Warriors (Level: 10) / 20 Forest Wolves (Level: 1)

Essentially, they were all creatures that the Raiders had fought against before, though the challengers would have the advantage in this situation.  There were no environmental objects for her creations to hide within, nor were there any traps that could be triggered; not only that, but the Raiders had the opportunity to attack from a distance, before the creatures could get close to them.  That was one of the two reasons she had upped the number of them to levels they wouldn’t necessarily have to face through her normal dungeon sections; the other was because having more would offer them a better challenge.

Then there was the fact that she wasn’t limited to opening one room full of creatures at a time.  While 10 Root Foxes that were Level 1 or 8 Forest Wolves that were Level 2 might seem easy, if she was to release them both at the same time, that just upped the difficulty a few notches.  Opening up a third or fourth – or, technically, all of them – was always an option if they needed even more of a challenge, which was why she hadn’t put a limit on how many Raiders could participate.

For her 6 other creature rooms, she added something a little different.  Since there were some higher-Level Raiders that wouldn’t receive much – if any – of the “Power” they gained from killing her creatures that were much lower Levels than they were, she had filled her 5 of her other rooms with some powerful opponents – most of whom the Raiders hadn’t seen before.  The Gnoll Archmage made an appearance, though only Level 16 this time, accompanied by a handful of lower-Level Hyenas.

After that, she dug into her Semi-human family, using a pair of Minotaur Champions at Level 15.  They were nearly 10 feet tall and half that wide, looking like brownish bulls that walked on hooved feet, and wielding 7-foot-long battleaxes in their “human-like” hands.  Their horns stuck up so far that they nearly scratched the ceiling of their waiting rooms, while their furry loincloths provided the barest of protection to their bodies.  Despite the lack of defense, they were extremely powerful and could somewhat resist most types of elemental magic used against them.

A trio of Level 14 Ursinos were next, with each of them a different Variant.  One of the 8-foot-tall, black-furred, bear-like creatures was a Brawler, which meant that it primarily used its fists to attack – or more accurately, its deadly claws; it had light leather armor that protected its chest, but that was about it for protection, as it needed to move quickly and aggressively.  Another was a Guardian Variant, which was protected by an iron armor breastplate and helmet, wielded a giant mace and a shield half of its size; despite the protection, it was rather slow and was meant for barreling through defenses and protecting its allies.

Lastly was an Ursino Shaman as part of the trio.  Unlike the Archmage, which was a veritable powerhouse of deadly magical abilities, the Shaman used handheld totems to create elemental effects.  Some of them were defensive effects, like giving the other Ursinos extra protection against magical spells, or they could be used offensively, usually through area-of-effect spells like walls of flames, icicle rain, or whirlwinds of air.  None of them were as powerful as an Archmage, however, which meant that it couldn’t really hold its own against a group of Raiders – hence, being part of a trio.

Next up was an unusual choice, but one that Tacca thought might be interesting.  The Ratunda were rather small compared to a Werewolf, Minotaur, or a Ursino, which also meant that they required much less Dungeon Force or Control Limit to create.  While the others depended on brute force for the majority of their attacks, the Ratunda – which were upright-walking rats, basically – were more adept at sneaky attacks and overwhelming with numbers.  Therefore, she created 12 of them at Level 15, which cost essentially the same as the trio of Ursinos, all of a single Variant: Sewer Strider.

The Variant essentially made them extremely fast

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