Preparations

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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.

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 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 All damage taken will reduce piety
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
Fewer Glyphs 20 One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150
Extra Attack Boosters 10 Adds 2 extra attack boosters to the dungeon
Extra Mana Boosters 10 Adds 2 extra mana boosters to the dungeon
Extra Health Boosters 10 Adds 2 extra health boosters to the dungeon

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
Item: Sword Sword 25 Large item that grants +2 base attack
Item: Shield Shield 15 Large item that grants -2 damage reduction
Item: Perseverance Badge Perseverance Badge 15 Small item that grants 10% attack bonus
Item: Slaying Wand Slaying Wand 5 Large item that can be used to instantly slay a non-boss monster (XP granted capped at your current level)
Item: Bear Mace Bear Mace 12 Grants 25% knockback damage
Item: Really Big Sword Really Big Sword 12 Grants the ability to ignore the first 35% 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 4. The standard potion kit consists of a Healing Potion and a Mana Potion. With a custom kit, you are free to choose any combination of the available potions up to the maximum number, with the restriction that you can never take more than one potion of the same kind. There are nine potions offered by the witch:

Preparation Cost Effect
Item: Healing Potion Healing Potion 0 Restores 40% of your max HP, cures poison
Item: Mana Potion Mana Potion 0 Restores 40% of your max mana, cures mana burn
Item: Fortitude Tonic Fortitude Tonic 8 Cures poison and removes all weakening
Item: Burn Salve Burn Salve 8 Cures mana burn and removes all corrosion
Item: Strength Potion Strength Potion 15 Drains your mana and turns it into a temporary bonus to base attack
Item: Schadenfreude Potion Schadenfreude Potion 15 The next time you are damaged by a monster, you gain 1 MP per point of damage
Item: Quicksilver Potion Quicksilver Potion - gain temporary dodge bonus and dodge prediction 15 Gain temporary dodge bonus and dodge prediction
Item: Reflex Potion Reflex Potion 15 Gain first strike and double-attack; does not function if you are slowed if or monster has first strike
Item: Can of WHUPAZ Can of WHUPAZ 20 A wondrous potion whose effects are never to be stated

Alchemist

The alchemist offers a variety of seals that can be activated for special effects. All seals are small items.

Preparation Cost Effect
Item: Compression Seal Compression Seal 16 Turns a large item into a small item
Item: Transmutation Seal Transmutation Seal 36 Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion
Item: Translocation Seal Translocation Seal 43 Steals an item from a shop (does not work on apothecaries); stolen item has half the normal conversion value