Preparations
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.
Contents
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 | 15 | All gold piles in the dungeon will contain +1 gold |
Smuggler Den | 10 | Places some low level monsters and powerups in a special subdungeon near the starting point. |
Patches the Teddy | 15 | 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 | 10 | 30% of the dungeon walls will disappear |
Dracul | 10 | 25% of enemies in the dungeon will be Bloodless |
The Earthmother | 10 | Plant creation from using boons will be doubled. |
Glowing Guardian | 10 | Piety gain is greatly reduced per-level |
Jehora Jeheyu | 10 | 1 inventory slot is removed |
Mystera Annur | 10 | Piety gain is slowed by 25% |
Taurog | 10 | All enemies will become Cowardly |
Tikki Tooki | 10 | Damage taken will reduce peity |
Extra Altar | 50 | 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 | 25 | The ![]() |
More Glyphs | 20 | Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80 |
Less Glyphs | 20 | One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150 |
Attack Boost | 10 | You gain a bonus to your next attack every time you pick up an attack booster |
Health Boost | 10 | You are healed slightly when you pick up a health booster |
Mana Boost | 10 | You regain a small amount of mana when you pick up a mana booster |
Blacksmith
The blacksmith offers a variety of low-end items that you can bring into the dungeon with you. You can choose from the following:
Preparation | Cost | Effect |
---|---|---|
Sword | 25 | Large item that grants +2 base attack |
Shield | 15 | Large item that grants -2 damage reduction |
Perseverance Badge | 15 | Small item that grants 10% attack bonus |
Slayer Wand | 5 | Large item that can be used to instantly slay a non-boss monster (XP granted capped at your current level) |
Bear Mace | 12 | Grants 25% knockback damage |
Really Big Sword | 12 | Grants the ability to ignore the first 25% of physical resistance, but slows your attack (you always hit second) |
Bezar
You can select a variety of preparations from the merchant Bezar that will change his shop loadout
Preparation | Cost | Effect |
---|---|---|
Quest Items | 44 | Greatly increases the chance of shops selling quest items |
Elite Items | 55 | Greatly increases the chance of shops selling elite items |
Apothecary | 33 | Four potion-selling shops appear in the dungeon instead of one; you cannot buy the same potion from more than one shop. |
Shop Scroll | 5 | Grants you a scroll that can be used to create an extra shop in the dungeon |
Witch
The witch can be used to brew custom potions for you. As you progress through the game, the maximum number of potions you can bring into the dungeon increases from 2 to 5. You can never take more than one potion of a kind. There are nine potions offered by the witch:
Healing Potion - restores 40% of your max HP, cures poison
Mana Potion - restores 40% of your max MP, cures mana burn
Burn Salve - cures mana burn and removes all corrosion
Fortitude Tonic - cures poison and removes all weakening
Strength Potion - drains your mana and turns it into a temporary bonus to base attack
Schadenfreude Potion - the next time you are damaged by a monster, you gain 1 MP per point of damage.
Reflex Potion - gain first strike and double-attack; does not function if you are slowed if or monster has first strike
Quicksilver Potion - gain temporary dodge bonus and dodge prediction
Can of WHUPAZ - a wondrous potions whose effects are never to be stated
Alchemist
The alchemist offers a variety of seals that can be activated for special effects.