Manager is a Dungeon Benefit assigned to some Charisma-based classes.[2] When a Crawler selects a class with the Manager Benefit, the crawler's Game Guide becomes their permanent manager.[3]
Description
Managers loses access to the Dungeon Codex and tunnel systems (e.g. television), but gains access to the Chat and are no longer restricted from sharing everything they know about the crawl with their "client's" party.[3]
Managers are not allowed to fight and are not officially members of the Party; however, Managers may make use of the resources (like crafting tables) in safe areas and personal spaces, as well as interact with other NPCs. Managers are least restricted on the Scolopendra Lair levels (every third floor), where they can generally make use of the resources of whatever settlement is outside the client's current safe room.
Although viewers of Dungeon Crawler World know which crawlers have managers, the managers cannot be seen by viewers unless they have a press pass.[4]
Safe Rooms & Personal Spaces
Until the crawler purchases a Personal Space, the manager instantly teleports to the crawler's location every time the crawler enters a Safe Room. The Manager may not leave the Safe Room until the crawler leaves.[3] Regardless of where they teleported from, they exit the safe room to their crawler's location.[5]
After the crawler purchases a Personal Space, the manager loses access to their own personal space and essentially lives in the crawler's common area unless the space is upgraded to a level 5 space that allows a manager to attach their personal space to the common area.
Managers only get one warning about violence against others in Safe Rooms. [6] When they violate that, they get teleported away for 7 days. [7]
Protections
Beginning on the Fourth Floor, Managers receive the same Protections as the Ninth Floor tourists. If a manager is killed in the Dungeon, they are transferred out of the game. Managers are paid more than regular guild masters and their earnings increase every time their crawler descends to the next floor, which is meant to incentivize them to stay in the game as long as possible.[8]
Other Mechanics
History
Hundreds of cycles ago, Game Guides could offer to become a crawler's manager and could fight alongside the crawler. For only a few seasons, if the manager died, they would be "resurrected" on the next floor.[8]
Story
Book 2
Odette strongly encourages Carl and Donut to choose a class with the Manager Benefit, explaining that "Mordecai has been in the dungeon for a very long time, and that brain of his is the single greatest resource any crawler can have."[10] Donut chooses the Former Child Actor Class on the Third Floor for this benefit.[3]
References
- ↑ Dinniman, Matt. Carl's Doomsday Scenario: Dungeon Crawler Carl Book 2 (p. 81). Dandy House. Kindle Edition.
- ↑ Dinniman, Matt. Dungeon Crawler Carl (Epilogue)
- ↑ 3.0 3.1 3.2 3.3 Dinniman, Matt. Carl's Doomsday Scenario (Chapter 1)
- ↑ Dinniman, Matt. Carl's Doomsday Scenario (Chapter 4)
- ↑ Dinniman, Matt. Carl's Doomsday Scenario (Chapter 13)
- ↑ Dinniman, Matt. The Dungeon Anarchist's Cookbook (Chapter 8)
- ↑ Dinniman, Matt. The Dungeon Anarchist's Cookbook (Chapter 7)
- ↑ 8.0 8.1 Dinniman, Matt. Carl's Doomsday Scenario (Chapter 15)
- ↑ Dinniman, Matt. Carl's Doomsday Scenario (Chapter 9)
- ↑ Dinniman, Matt. Carl's Doomsday Scenario: Dungeon Crawler Carl Book 2 (p. 13). Dandy House. Kindle Edition.