Randy said that when the dungeon was lvl 1 to protect itself from any labyrinth creatures or adventurer's who would try and take the item of power. Now that it's lvl 14 and has multiple floors of much higher level creatures. Consider that the first room on the first floor had 40ish beasts roaming around and the 1st floor lair had "more than a hundred" in the 10-20 lvl range and a lair boss plus wandering monsters outside of those areas they killed on the way to the lair and they still never went through the whole first floor. With 6 floors worth of beasts populated in the dungeon and the 6th has an average lvl of 30-38, add in the creatures from floors 2-5 to the mix and as Randy said about the dungeon in law any creature from the labyrinth is just going to get buried and worn down by the creatures within the dungeon. Add in a potential 50 meidon sprites loosing volley's of imbued magical arrows and yeah most anything that tries to attack the dungeon will get eaten alive if the dungeon would even need to call for defense. The 14k points is for the village spec not the dungeon lvl to go up, ~360k xp needed for lvl 15, and unless there's something I'm missing neither of those is going to affect the war unless Richter gets another call of the dungeon token. Maybe some more magic affinity with the next level of the spec, maybe even extend that affinity growth to martial skills but....still need to train that affinity up and need to work that into the army to have it mean anything. Most importantly they don't even know they're getting invaded because they feel safe behind the mists so there hasn't been a major focus on defensive measures like raising the wall up higher than 5' just pet projects like putting in some arrow towers, instead it's been infrastructure focused which I agree makes sense with how the story is going. So yeah I don't think getting the dungeon to lvl 15 or the village spec up will have much, if any, effect on the coming war and will instead rely on traps, tricks, negotiating alliances, and I'm assuming some dwarf ( or troll??? ) mercenaries when the war does happen, I do wonder if the quickening will generate some kind of celestial guardian to protect itself the same way the crystal garden generated one. What I, and Shoughtlord?, were pointing out is that there's a massive amount of DPs generated at base and going down a path of bloodletting/sacrifice to the dungeon isn't necessary, although the garbage chute is an appealing idea, and would not only upset the villagers but it also could be viewed as evil upsetting your kindiir subjects, sprite allies, potential elvish, and potential dwarvish allies. I know this is getting long-winded again ( sorry! ) but one last thing. Prompts are generated by the universe so the "accomplished in one week" is actually just Richters minds interpretation of the reward there's nothing set in stone that rewards are only tied to a one week period from the founding of the village. He got a legendary bonus for gaining 4 levels in a weeks time but that's how he interpreted it and it might have been valid to get a legendary bonus if it was done in 2 weeks or a month and it also could easily decrease in value the longer it goes so instead of a artifact bonus in a week for lvl 6 it could be legendary in 2 weeks and only an epic reward in 3 weeks and so on.