Mage Tower
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The Mage Tower is a building that houses the magicians of Desktop Dungeons. Initially only the Wizard is available (after a cost of 150
to build the building). Further upgrades later unlock the
Sorcerer and
Bloodmage classes as well as various preparation unlocks.
Contents
Upgrades
Level 0 - Tower Foundation
This piece of the Kingdom has been staked out by a group of mystics for its arcane geographic properties and whatnot. In the proud tradition of wizards everywhere, they haven't actually done anything with it yet.
Level 1 - Wizard School
This is a humble magical abode. Its inhabitants regularly complain about the height, as their pointy hats tend to scrape against the ceiling.
Class: Wizard unlocked
Level 2 - Tower Of Magic
The mystics of this tower regularly enjoy exploding things in the name of progress -- it's jolly good fun between sessions of serious arcane investigation.
Class: Sorcerer unlocked
Flame Magnet: Grabs the BURNDAYRAZ Glyph from the dungeon and puts it in the player's inventory. If no such Glyph exists, a random one is selected.
Fewer Glyphs: Removes one Glyph from the dungeon, but the conversion values of Glyphs are increased.
Extra Glyph: Adds one Glyph to the dungeon, but the conversion values of Glyphs are decreased.
Monster: Unlocks the Goat monster and adds it to your base monster pool.
Level 3 - Sky Tower
The magnificent sky tower that the wizards call home is -- suitably enough -- quite inaccessible to anyone without the power of flight. This doesn't prevent the occasional hornet from flying in and causing widespread wizardly panic.
Class: Bloodmage unlocked
Extra Attack Boosters: Adds two Attack Boosters to the dungeon.
Extra Mana Boosters: Adds two Mana Boosters to the dungeon.
Extra Health Boosters: Adds two Health Boosters to the dungeon.
Monster: Unlocks the Golem monster and adds it to your base monster pool.
Challenges
Like other class buildings the Guild provides unique class challenges (bronze, silver, and gold) for each class.
Challenge | Preparations | Description | Reward |
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None | Gorgons have broken into the Kingdom's petting zoo, sparing madness and petrification. Fight your way through the enraged goats and put an end to the gorgon leader. | 150 ![]() |
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Blacksmith | A particularly troublesome djinn thinks it's being smart by harassing our northern caravans with illusion magic and wild beasts. Mere guards cannot hope to defend against this: the matter needs someone made of sterner stuff. | ![]() |
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Blacksmith, Witch, Alchemist | Okay Fighter, it's time to do what you do best! Can you survive the trials of the Quaking Arena and emerge as champion? | Return Slot* |
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None | AAARGH? RWARR! RASHURFASUR RWARANKASDG! | 250 ![]() |
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Blacksmith | RWARWRUURGAR! (*mouth-froth*) | ![]() |
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None | RARARKGH! BLAAURUGH! RWARAR! | Return Slot* |
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None | A great and terrible goat lord has harassed the Kingdom's borders for too long. Only a hero capable of defying death itself can stand up to him and rid us of this bearded terror! | 350 ![]() |
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Your sleeping has become fitful, and your dreams torment you. Your battle against the terrible Bleaty did not end in his lair - your bite wound periodically re-opens, and whatever it does you feel compelled to go adventuring in the south. You have no idea why. | ![]() |
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None | The ancient stone labyrinths to the north call you. There is something final about them, you can feel it. Whether this means an end to the nightmares or an end to you is uncertain. | Return Slot* |
- You must beat all 3 golds for the Return Slot.