Difference between revisions of "Preparations"
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==Preparation Types== | ==Preparation Types== | ||
− | === | + | ===Locker Item=== |
+ | The [[Guild]] offers lockers that allow you to store [[items]] taken out of dungeons. These items can then be taken back into future dungeons at a cost. Once fully upgraded to Level 3 the Guild provides 6 possible locker slots. Further locker slots are available from the [[Bank]] at a very high cost. | ||
− | + | If you die in the dungeon or the item is otherwise destroyed (for instance, from desecrating the altar of the {{g|Glowing Guardian}}) then there is a 100 gold reclamation fee before that item can be used again. | |
''see the [[items]] page for full list of items'' | ''see the [[items]] page for full list of items'' | ||
− | === | + | ===Thief Den=== |
+ | The [[Thief Den]] contains slightly different preparations from the other class buildings. Upon upgrading the Thief Den to Level 2 the Bet on Boss and Black Market preparations are available, 1 can be selected immediately. Level 3 offers the Smuggler Den and Patches the Teddy preparations. Another slot may be filled at the cost of 100g. Two of these benefits are gold-related, while the other two are double-edged in nature. | ||
− | [[Gods]] can be selected from the [[Church]] to have a temple spawn in the next dungeon. There are always caveats to forcing a god to spawn and it will still come at a cost to the adventurer. | + | {| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class |
+ | |- style="background-color: #EEEEEE" | ||
+ | !Name | ||
+ | !Cost | ||
+ | !Description | ||
+ | |- | ||
+ | |Bet on Boss | ||
+ | |5 | ||
+ | |Receive 50% markup on the dungeon's Trophy at the [[Taxidermist]] | ||
+ | |- | ||
+ | |Black Market | ||
+ | |?? | ||
+ | |All gold piles in the dungeon will contain +1 gold | ||
+ | |- | ||
+ | |Smuggler Den | ||
+ | |?? | ||
+ | |Places some low level monsters and powerups in a special subdungeon near the starting point. | ||
+ | |- | ||
+ | |Patches the Teddy | ||
+ | |?? | ||
+ | |Provides a random positive and negative [[Traits|effect]] when the adventurer levels. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Church=== | ||
+ | [[Gods]] can be selected from the [[Church]] to have a temple spawn in the next dungeon. There are always caveats to forcing a god to spawn and it will still come at a cost to the adventurer. The {{g|The Pactmaker}} can never be prepared in this fashion. Once you've unlocked every deity, you may instead prepare a fourth altar. | ||
{| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class | {| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class | ||
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|Piety gain is slowed by 25% | |Piety gain is slowed by 25% | ||
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− | |||
|- | |- | ||
|[[Taurog]] | |[[Taurog]] | ||
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|Damage taken will reduce peity | |Damage taken will reduce peity | ||
+ | |- | ||
+ | |[[Extra Altar]] | ||
+ | | | ||
+ | |Adds a random 4th altar somewhere in the dungeon (no drawback) | ||
|- | |- | ||
|} | |} | ||
− | === | + | ===Mage Tower=== |
+ | The [[Mage Tower]] offers preparations that let you modify glyph and powerups in the dungeon, changing how you use these critical resources. | ||
− | |||
− | |||
− | |||
− | |||
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{| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class | {| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class | ||
|- style="background-color: #EEEEEE" | |- style="background-color: #EEEEEE" | ||
− | ! | + | !Preparation |
!Cost | !Cost | ||
− | ! | + | !Effect |
|- | |- | ||
− | | | + | |Fireball Magnet |
− | | | + | | |
− | | | + | |The {{s|BURNDAYRAZ}} glyph is immediately teleported into your inventory when you enter the dungeon. |
|- | |- | ||
− | | | + | |More Glyphs |
− | | | + | | |
− | | | + | |Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80 |
|- | |- | ||
− | | | + | |Less Glyphs |
− | | | + | | |
− | | | + | |One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150 |
|- | |- | ||
− | | | + | |Attack Boost |
− | | | + | | |
− | | | + | |You gain a bonus to your next attack every time you pick up an attack booster |
+ | |- | ||
+ | |Health Boost | ||
+ | | | ||
+ | |You are healed slightly when you pick up a health booster | ||
+ | |- | ||
+ | |Mana Boost | ||
+ | | | ||
+ | |You regain a small amount of mana when you pick up a mana booster | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{{MainNav}} | {{MainNav}} |
Revision as of 20:10, 1 October 2012
Preparations are items, glyphs, gods, or other trinkets that you take with you into dungeons. Preparations typically come at a cost or drawback in some form. Each class building offers their own type of preparation and more options are unlocked upon upgrading their respective building.
Preparation Types
Locker Item
The Guild offers lockers that allow you to store items taken out of dungeons. These items can then be taken back into future dungeons at a cost. Once fully upgraded to Level 3 the Guild provides 6 possible locker slots. Further locker slots are available from the Bank at a very high cost.
If you die in the dungeon or the item is otherwise destroyed (for instance, from desecrating the altar of the Glowing Guardian) then there is a 100 gold reclamation fee before that item can be used again.
see the items page for full list of items
Thief Den
The Thief Den contains slightly different preparations from the other class buildings. Upon upgrading the Thief Den to Level 2 the Bet on Boss and Black Market preparations are available, 1 can be selected immediately. Level 3 offers the Smuggler Den and Patches the Teddy preparations. Another slot may be filled at the cost of 100g. Two of these benefits are gold-related, while the other two are double-edged in nature.
Name | Cost | Description |
---|---|---|
Bet on Boss | 5 | Receive 50% markup on the dungeon's Trophy at the Taxidermist |
Black Market | ?? | All gold piles in the dungeon will contain +1 gold |
Smuggler Den | ?? | Places some low level monsters and powerups in a special subdungeon near the starting point. |
Patches the Teddy | ?? | Provides a random positive and negative effect when the adventurer levels. |
Church
Gods can be selected from the Church to have a temple spawn in the next dungeon. There are always caveats to forcing a god to spawn and it will still come at a cost to the adventurer. The The Pactmaker can never be prepared in this fashion. Once you've unlocked every deity, you may instead prepare a fourth altar.
God | Cost | Drawback |
---|---|---|
Binlor Ironshield | 30% of the dungeon walls will disappear | |
Dracul | 25% of enemies in the dungeon will be Bloodless | |
The Earthmother | Plant creation from using boons will be doubled. | |
Glowing Guardian | Piety gain is greatly reduced per-level | |
Jehora Jeheyu | 1 inventory slot is removed | |
Mystera Annur | Piety gain is slowed by 25% | |
Taurog | All enemies will become Cowardly | |
Tikki Tooki | Damage taken will reduce peity | |
Extra Altar | Adds a random 4th altar somewhere in the dungeon (no drawback) |
Mage Tower
The Mage Tower offers preparations that let you modify glyph and powerups in the dungeon, changing how you use these critical resources.
Preparation | Cost | Effect |
---|---|---|
Fireball Magnet | The ![]() | |
More Glyphs | Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80 | |
Less Glyphs | One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150 | |
Attack Boost | You gain a bonus to your next attack every time you pick up an attack booster | |
Health Boost | You are healed slightly when you pick up a health booster | |
Mana Boost | You regain a small amount of mana when you pick up a mana booster |