WN/Ramiris' Labyrinth

This labyrinth was created using Ramiris' Species Skill Labyrinth Creation. The labyrinth is a part of Tempest and it is also Ramiris’ territory. When Rimuru gave Ramiris permission to establish the labyrinth, he also granted her extraterritorial rights on that place. The inside of the labyrinth is under both Rimuru and Ramiris' control, it was a special area under the administration of joint sovereignty. Veldora is the final boss of the labyrinth and rules over the dungeon while Ramiris supervises it.

The labyrinth was created via a number of blocks. That was, once every few days they could change its layout. Every ten floors they set up save points. Upon reaching this point, the next time one enters one can continue from where one left off. To that end, they decided to grant licenses to adventurers to use magic teleportation circles.

While in the labyrinth, Veldora constantly flaunts his aura, because if he keeps it in for too long, releasing it will create an explosion. So a place for him to do so was needed. The Sealed Cave could not completely restrain all of Veldora's aura. That's why Rimuru had the dungeon be made 100 floors deep and freely release his aura. As for its true purpose, once the magic concentration increases, monsters will naturally spawn. As it trickles upwards, the upper floors are occupied by small fries with strong beings further in.

The revival item called bracelet of revival is also recognized by Ramiris, so anyone who wears it will not die. But, it has no effect outside the dungeon. The charm made by Ramiris’ Labyrinth Creation. It will only work once. Any death that occurred in the labyrinth will be negated, and the user will be returned to the surface. It will activate ten seconds after death has been confirmed. There's also an emergency escape item that returns the user to the surface. These safeguards are sold at the entrance. Whether they buy these or not is their choice. But if they don't and they die, they only have themselves to blame.

Kurobe gave Rimuru the prototype armors and weapons, to put into treasure chests inside the dungeon and have special monsters guard them.

Surrounding the Labyrinth is a satellite City Or satellite town which later named as Labyrinth guard and located somewhat near to Tempest but is mostly independent of the larger metropolitan Tempest allows merchants to sell to adventures and building an inn so to build profit that can benefit Labyrinth and Tempest In emergencies situations the Labyrinth satellite town for safety.


 * Cultivating Dolls

Like the possessing for Homunculus all it needs is a Spirit/soul how the Dryads and Treants that are close to Spiritual life forms so the Treant and Dryad as wall the Demons could gain stronger bodies. The Dryads had many female types, and the Treants had many male types. Treants didn't seem to pay too much attention to the body's appearance the concern mainly from the Dryad. After Great Tenma War, Rimuru decides to turn all floor 51 - 94 as experiment facility due the floor boss become too strong thus making ordinary Human unable to defeat them and allow for free passage into floor 95 forest city for adventure who manage to pass floor 50.

Floors
A safe zone was created every 10 floors. There is a Boss room before each, so they can only access it after they defeat the boss. There, they will be able to purchase magic stones, sell drops, and buy potions at very high prices.

1
The first-floor difficulties is for testing only. So any beginner could finish it. The roads are wide, so getting lost is unlikely. The first floor of this dungeon is a 250m2 square-shaped room. It is a floor that makes one walks a lot without any result/income. It's the same size as 4 Tokyo Domes, As one continues further down, the size gets smaller. The dungeon was created this way so the aura can spread well.

2
From then on, starting with the 2nd floor it's not that easy. It's time for the traps, however, there isn't a single brutal trap up until the tenth floor.

93
The 93rd floor is used to grow the hipokute herbs for potions.

95
The 95th floor was established as the residence of the treants to reside. Thus it became a floor of overgrown greeneries. That floor has the widest area, with a diameter of 5 km. Around the door that leads to the 96th floor is the last save point and an inn and etc., before the boss. A business like equipment shop was set up, it offers high-quality weapons and armors in their storefront, which can only be found and purchased there. But since the customers visiting will be very rare, opening the shop will just be a hobby.

Surrounding the area is the completed treant village and Dryad Thanks to the thick magical power concentration, everyone can live vividly. It became a forest-type city. A city that confers solace, for those who suffered many struggles to penetrate the forest. The Labyrinth City, the flourishing metropolis of illusions. A town that would come to serve as the greatest reward to anyone who could manage to finally reach it. The Elves also live on the 95th floor.

Dragon/Terrain Floors
The dragon/terrain floors were arranged in order of strength, fire>ice>wind>earth. The dragons use the aura that Veldora released as food, so they can live there with no problem. The tamed dragons were assigned as Ramiris’ subordinates.

96
96th floor is the Tremor Floor, as to ridicule the one that managed to come this far, a fiendish earthquake will befall them that is guarded by Dragon King Euros.

97
97th floor is Lightning Floor, the threat of lightining falling down from the sky. Whether one can break through this floor or not depend on one's luck that is guarded by Dragon King Notos.

98
98th floor is Ice Hell Floor if one stops, they die. It can be endured with cold-resistant equipment that is guarded by Dragon King Boreas.

99
The 99th floor is Flame Hell Floor, being covered in high-temperature flame, the last gateway. Heat-resistant equipment is needed that is guarded by Dragon King Zephyrus.

100
On the 100th floor is an entrance leading to the spirits’ labyrinth. Veldora is the strongest guardian to protect this gate. Veldora's room is 100m^2 wide. It was created so it can be expanded if it's ever inconvenient. The inner walls of the room were created out of ore, it eventually turned into demonic steel soon after getting bathed with magic power.

Tactical Class Military Operated Battle Command Post
It can be used for Physics Magic and surveillance as well military tactical strategy planning that is established next to Veldora's private quarters in the 100th floor of the dungeon, it's possible to come in and out from Tempest's Strategy Conference Hall many other Important facilities was fundamentally inside the dungeon.

Floor strongest individuals
The strongest individuals in the labyrinth:
 * Guardian of the 90th floor, Nine Head Beast Kumara
 * Formerly Guardian of the 80th floor, Insect Kaiser Zegion, now the Guardian Overseer
 * Floor Boss of the 79th floor, Insect Queen Apito, now the Guardian of the 80th floor
 * Guardian of the 60th floor, Ghost King Adalman, now the Guardian of the 70th floor
 * Vanguard of the 60th floor, Death Paladin Albert, now the Vanguard of the 70th floor
 * Guardian of the 50th floor, Gozurl or/and Mezurl

The upper floor bosses


 * Boss of the 40th floor, Tempest Serpent, Rank A-
 * Boss of the 30th floor, Crazed Ogre, Rank B+, as well as 5 of its rank B subordinates
 * Boss of the 20th floor, Evil Centipede, Rank B+
 * Boss of the 10th floor, Black Spider, Rank B

Dragon King
They were named according to the floors they governed, and all attained beautiful humanoid forms.
 * Fire Hell Dragon King, Zephyrus
 * Ice Hell Dragon King, Boreas
 * Lightning Dragon King, Notos
 * Tremor Dragon King, Euros
 * Gehennic Dragon King, Wenti

Traps

 * Poisoned Arrow: Arrows smeared with poison come flying out of nowhere.
 * Poison Swamp: A swamp that is really poisonous. If one falls into one, they'll get poison damage and abnormal status.
 * Turning Tile: Drive one's sense of direction mad.
 * Moving Tile: A floor that moves all by its own.
 * Cutting Thread: If one passes by it without realizing, one's head will come off. Combined with moving tile for brutal results.
 * Pitfall: Rather than the damage dealt by falling down, what's awaiting one when they fall is scarier.
 * False Treasure Box (Mimic): A false treasure box that is actually a monster.
 * Laughing Treasure Box: A laughing monster treasure box.
 * Monster Room
 * Sealing Room
 * Darkness Floor
 * Low Ceiling Floor
 * Terrain Effect Floor
 * Airtight Room: If one suddenly enters into a room without air, they'll fall from not being able to breathe, at worst die. It is recommended for one to use wind magic for ventilation.

pt-br:Labirinto de Ramiris