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 ?? 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 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 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 Glyph: BURNDAYRAZ 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