Difference between revisions of "Preparations"

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{{i|Quicksilver Potion}} - gain temporary dodge bonus and dodge prediction
{{i|Quicksilver Potion}} - gain temporary dodge bonus and dodge prediction
{{i|Can of WHUPAZ}} - a wondrous potions whose effects are never to be stated
{{i|Can of WHUPAZ}} - a wondrous potion whose effects are never to be stated
=== Alchemist ===
=== Alchemist ===

Revision as of 16:15, 4 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 God: Glowing Guardian 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.


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 God: The Pactmaker 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 Glyph: BURNDAYRAZ BURNDAYRAZ glyph is immediately teleported into your inventory when you enter the dungeon.
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


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)


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


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:

Item: Healing Potion Healing Potion - restores 40% of your max HP, cures poison

Item: Mana Potion Mana Potion - restores 40% of your max MP, cures mana burn

Item: Burn Salve Burn Salve - cures mana burn and removes all corrosion

Item: Fortitude Tonic Fortitude Tonic - cures poison and removes all weakening

Item: Strength Potion Strength Potion - drains your mana and turns it into a temporary bonus to base attack

Item: Schadenfreude Potion Schadenfreude Potion - the next time you are damaged by a monster, you gain 1 MP per point of damage.

Item: Reflex Potion Reflex Potion - gain first strike and double-attack; does not function if you are slowed if or monster has first strike

Item: Quicksilver Potion Quicksilver Potion - gain temporary dodge bonus and dodge prediction

Item: Can of WHUPAZ Can of WHUPAZ - a wondrous potion whose effects are never to be stated


The alchemist offers a variety of seals that can be activated for special effects.