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Dungeon lvl. 5
Dungeon TL;DR
For a short explanation of the Dungeon and its strategy see Tips for Adventurers Guild > Dungeon.
Lost adventurer1
Dungeon: RPG
For the RPG element of the Dungeon see Dungeon: RPG.
Screenshot Forest start Nonograms Katana
Dungeon: forest
For Dungeon (forest) see Dungeon: forest.
Spider
Dungeon: enemies
For enemies of the Dungeon see Dungeon: enemies.

For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.

For the RPG element of the Dungeon see Dungeon: RPG.

For Dungeon (forest) see Dungeon: forest.

For enemies of the Dungeon see Dungeon: enemies.


Dungeon is a building in Territory. The Dungeon building makes the Dungeon tab and Cultist (Bourse section) available. The Dungeon can be upgraded to maximum lvl. 5. To build the Dungeon, character lvl. 10 is required.

What adventurer doesn't dream of exploring a dungeon?

Dungeon (levels)[]

Hand saw While the building is being upgraded, other features are not affected.

Info icon You can provide resources partially.

Dungeon lvl. 1
Resources required Ruby x 1
Coin x 300
Wood x 200
Stone x 50
Steel x 100
Fan x 30
Unlocks/grants Dungeon tab
Cultist (Bourse section)
New questline: Quest for Knowledge
Character level required 10
Other prerequisites None
Time to build 3h
Rewarded
experience
points
25% Experience x 200
50% Experience x 200
75% Experience x 200
100% Experience x 400


Dungeon lvl. 2
Resources required Ruby x 2
Coin x 500
Wooden beam x 500
Steel x 400
Petard x 100
Mushroom rice (Bento) x 5
Ancient page x 15
Unlocks/grants Dungeon tier 2 (2A, 2B, and 2C)
Character level required 20
Other prerequisites None
Time to build 24h
Rewarded
experience
points
25% Experience x 300
50% Experience x 300
75% Experience x 300
100% Experience x 600


Dungeon lvl. 3
Resources required Ruby x 3
Coin x 1000
Wooden beam x 500
Steel x 400
Throwing knife (Kunai) x 50
Ramen x 3
Ancient page x 15
Unlocks/grants Dungeon tier 3 (3A, 3B and 3C)
Character level required 30
Other prerequisites None
Time to build 24h
Rewarded
experience
points
25% Experience x 500
50% Experience x 500
75% Experience x 500
100% Experience x 1000


Dungeon lvl. 4
Resources required Ruby x 5
Coin x 1500
Wooden beam x 750
Olive oil x 30
Ariadne's thread x 5
Potion of energy x 20
Ancient page x 20
Unlocks/grants Dungeon tier 4 (4A, 4B and 4C)
Character level required 40
Other prerequisites None
Time to build 24h
Rewarded
experience
points
25% Experience x 750
50% Experience x 750
75% Experience x 750
100% Experience x 1500


Dungeon lvl. 5
Resources required Ruby x 7
Coin x 2000
Wooden beam x 1000
Mechanical spider x 10
Smoothie x 10
Ancient page x 25
Unlocks/grants Dungeon tier 5 (5A, 5B and 5C)
Character level required 50
Other prerequisites None
Time to build 24h
Rewarded
experience
points
25% Experience x 1000
50% Experience x 1000
75% Experience x 1000
100% Experience x 2000


Technologies[]

Technologies are additional researches conducted in various buildings in order to unlock certain new crafting possibilities, improve existing crafting options, increase passive income, increase warehouse capacity or get some other benefit. Once resources are supplied to start learning a technology, another technology cannot be chosen in the same building until the current one is completed. While the technology is being developed (fully or partially), the building can't be used unless it can be accessed via tabs. Technologies can be learnt only when building is at maximum level. To be able to see how many items of each resource are required for a certain technology, the player must own at least 1 item of each resource. Technologies in the screen are indicated with different colors based on their status:

  • blue - already learned;
  • black - available but not yet learned;
  • gray - not yet available, because the prerequisites to learn them are missing.


Sound of completing a technology.

Lair lvl.1
Cost to unlock Ruby x 5
Crypto-coin x 200
Wood x 300
Treasure x 3
Grimoire x 17
Inarizushi x 10
Unlocks/grants Nursery size +2
Prerequisites None
Time to complete 24h
Rewarded
experience
points
25% Experience x 200
50% Experience x 200
75% Experience x 200
100% Experience x 400
Requires taming a critter.


Lair lvl.2
Cost to unlock Ruby x 10
Crypto-coin x 400
Wood x 600
Treasure x 6
Grimoire x 19
Inarizushi x 20
Unlocks/grants Nursery size +2
Prerequisites Lair lvl.1
Time to complete 24h
Rewarded
experience
points
25% Experience x 400
50% Experience x 400
75% Experience x 400
100% Experience x 800


Dungeon's menu[]

By entering the Dungeon (building) the player is either taken to the Dungeon screen (if a hero is already exploring it) or prompted with a menu.

Dungeon menu with numbers

Dungeon's menu.

  1. Currently selected hero.
  2. Current Hero's parameters. Hero's Dungeon - level level, their Dungeon - experience points total experience, Dungeon - to next level experience needed to next level, Dungeon - Health Health, Dungeon - Energy Energy, Dungeon - Mental power Mental power capacity, Dungeon - Damage Damage, Dungeon - Defense Defense, Dungeon - Action points Action points. These parameters get updated once craftifacts are crafted, skills are learnt or equipment is equipped.
  3. Change selected hero. Also favorite heroes can be set.
  4. Dungeon help window. A short explanation of dungeon parameters and objectives. See gallery below.
  5. Bestiary. A list of enemy stats by dungeon level.
  6. Skills. This will show the skills that can be learnt or have already been learnt by the currently selected hero.
  7. Resting time and equipment currently equipped. If hero is resting, resting time will be displayed. Equipment which is currently equipped on the hero and its duration, displayed by a grey bar (exact duration for each piece of equipment can be seen by tapping on it).
  8. Equipment and Mandra-Cola in warehouse. This is equipment, which can be equipped onto a hero. Available amount for each piece of equipment is displayed below it.
  9. Mental power, Throwing weapons and consumables. The first number below the item represents how many of these items can be taken into the dungeon, while the number below that one represents the total amount of that item in the warehouse. These items can be excluded from the inventory (i.e. not taken into the dungeon) by tapping on the item and then on "Exclude". To re-include the item, repeat the process tapping "Include". Also, long-tapping on the item toggles it being excluded or included. Mental power can't be excluded.
  10. Dungeon levels. Select a level. The A levels (1A, 2A, 3A, etc.) are unlocked by upgrading the Dungeon (building), while the B and C levels are unlocked by completing the previous level (letter, not number). Also, the B and C levels will become locked again after exiting them, regardless of the result of the run (completed, escaped or knocked out). For F levels see Dungeon: forest. Upon selecting a level, the amount of Valor rewarded for completion of that level is also shown (Valor only shows in Hall of Fame).

To exit the dungeon screen, press the "<" button in the top left corner. This will "pause" the dungeon as is. This way Mental power can be acquired by solving nonograms while the hero is in the dungeon.


Bestiary[]

Bestiary is a feature for the dungeon, which allows to see enemy stats/parameters, abilities and loot once an enemy has been defeated enough times. Accessible from Dungeon menu, it displays the list of discovered dungeon/forest levels. Each level has their own enemies and enemies' stats. More information: Bestiary.

Heroes[]

There are 20 heroes to choose from, before going into the dungeon. These heroes only differentiate between each other in how they look, otherwise they have the same parameters at the start, level up the same way and have same parameters at same levels. The reason the player would choose a different hero, would be because other heroes are resting.


Sound of using Mandra-Cola.

Each hero has a level which is shown in the circle at the top right corner of the dungeon. To complete the Nth level, the hero must gain N * 1,000 experience in a dungeon. This means that the Nth level ends when N * (N + 1) * 500 total experience is collected. The experience required to the next level can be calculated by the N * (N + 1) * 500 - XP formula, where XP is the current experience of the hero. (This is similar to character levelling.)

When hero reaches level 26, the player gets rewarded. When level 21 is reached, the Emerald tablet is required to elevate the hero 5 levels, to level 26. After reaching higher levels, the rewards stay the same, except for Valor (+10 per level) - level 27 = 270 Valor, level 28 = 280 Valor. Hero parameters don't increase past level 26 except Mental Power that increases until level 50 (+5 per level). Below are listed the rewards from level 26 onwards:

Hero level up (above 26)

Hero level up rewards (above hero level 26).

  • Valor Valor x 260 (+10 Valor per level above 26)
  • Ruby Ruby x 1
  • Drum Drum x 1
  • Throwing knife (Kunai) Throwing knife x 3
  • Greek grenade Greek grenade x 1
  • Meteoric Iron Meteoric Iron x 10
  • Soy sauce Soy sauce x 1
  • Potion of healing lvl. 2 Potion of healing lvl. 2 x 1
  • Ancient page Ancient page x 5

Hero's parameters at lvl. 1:

  • Dungeon - Health Health: 20
  • Dungeon - Energy Energy: 30
  • Mental power Mental power: 80
  • Dungeon - Damage Damage: 5
  • Dungeon - Defense Defense: 2
  • Dungeon - Action points Action points: 4
  • Throwing radius: 3 tiles
  • Chance of detecting traps: 30 %
  • Critical strike chance: 5 %
  • Dungeon - experience points Experience points: 0

Every level (up to lvl. 26) hero gains some extra stats:

  • Dungeon - Health Health: +1
  • Dungeon - Energy Energy: +1
  • Mental power Mental power: +10

Every level (from levels 27 to 50) hero gains some extra stats:

  • Mental power Mental power: +5

Other modifiers:

  • Skills (buffs only one hero):
    • Throwing (3 levels):
      • Throwing radius: +1 (requires hero lvl. 3)
      • Throwing radius: +1 (requires hero lvl. 6)
      • Throwing radius: +1 (requires hero lvl. 15)
    • Traps (2 levels):
      • Chance of detecting traps: +30% (requires hero lvl. 3)
      • Chance of detecting traps: +30% (requires hero lvl. 9)
    • Martial arts (3 levels):
      • Dungeon - Damage Damage: +1 (requires hero lvl. 9)
      • Dungeon - Damage Damage: +1 (requires hero lvl. 15)
      • Dungeon - Damage Damage: +1 (requires hero lvl. 21)
    • Hardening (2 levels):
      • Dungeon - Defense Defense: +1 (requires hero lvl. 12)
      • Dungeon - Defense Defense: +1 (requires hero lvl. 18)
    • Agility (1 level):
      • Dungeon - Action points Action points: +1 (requires hero lvl. 15)
  • Equipment (buffs only one hero):
    • Equipment lvl. 1 (requires hero lvl. 5):
      • Sword for a hero lvl. 1 Sword for a hero lvl. 1: Dungeon - Damage +3
      • Armor for a hero lvl. 1 Armor for a hero lvl. 1: Dungeon - Defense +2
      • Shield for a hero lvl. 1 Shield for a hero lvl. 1: Dungeon - Defense +1
      • Ring for a hero lvl. 1 Ring for a hero lvl. 1: Dungeon - Damage +1
    • Equipment lvl. 2 (requires hero lvl. 10):
      • Sword for a hero lvl. 2 Sword for a hero lvl. 2: Dungeon - Damage +5
      • Armor for a hero lvl. 2 Armor for a hero lvl. 2: Dungeon - Defense +4
      • Shield for a hero lvl. 2 Shield for a hero lvl. 2: Dungeon - Defense +2
      • Ring for a hero lvl. 2 Ring for a hero lvl. 2: Dungeon - Damage +2
    • Equipment lvl. 3 (requires hero lvl. 15):
      • Sword for a hero lvl. 3 Sword for a hero lvl. 3: Dungeon - Damage +7
      • Armor for a hero lvl. 3 Armor for a hero lvl. 3: Dungeon - Defense +6
      • Shield for a hero lvl. 3 Shield for a hero lvl. 3: Dungeon - Defense +3
      • Ring for a hero lvl. 3 Ring for a hero lvl. 3: Dungeon - Damage +3
    • Equipment lvl. 4 (requires hero lvl. 20):
      • Sword for a hero lvl. 4 Sword for a hero lvl. 4: Dungeon - Damage +9
      • Armor for a hero lvl. 4 Armor for a hero lvl. 4: Dungeon - Defense +8, Dungeon - Damage +1, +10 max. Dungeon - Energy
      • Shield for a hero lvl. 4 Shield for a hero lvl. 4: Dungeon - Defense +4
      • Ring for a hero lvl. 4 Ring for a hero lvl. 4: Dungeon - Damage +4
      • Ring for a hero lvl. 4+ Ring for a hero lvl. 4+: Dungeon - Damage +4, +5 max. Dungeon - Energy
  • Craftifacts (buffs all heroes)
    • Trigonometry: +120 max. Mental power
    • Emerald tablet: +5 max. hero level
      • Dungeon - Health Health: +5
      • Dungeon - Energy Energy: +5
      • Mental power Mental power: +50
    • Dagger: +5% critical strike chance
    • Helmet: +5 max. Dungeon - Health
  • Projects (buffs all heroes above lvl. 21)
    • MHP (Max Health Point): Dungeon - Health Health +1 per project (+10 in total)
    • MMP (Max Mental Power): Mental power Mental power +10 per project (+100 in total)

Hero's parameters at maximum level with every buff:

  • Dungeon - Health Health: 60 (20 [base] + 20 [level] + 10 [craftifacts] + 10 [projects])
  • Dungeon - Energy Energy: 70 (30 [base] + 20 [level] + 15 [equipment] + 5 [craftifacts])
  • Mental power Mental power: 665 (80 [base] + 315 [level] + 170 [craftifacts] + 100 [projects])
  • Dungeon - Damage Damage: 22 (5 [base] + 3 [skills] + 14 [equipment])
  • Dungeon - Defense Defense: 16 (2 [base] + 2 [skills] + 12 [equipment])
  • Dungeon - Action points Action points: 5 (4 [base] + 1 [skills])
  • Throwing radius: 6 tiles (3 tiles [base] + 3 tiles [skills])
  • Chance of detecting traps: 90 % (30 % [base] + 60 % [skills])
  • Critical strike chance: 10 % (5 % [base] + 5 % [craftifacts])
  • Experience: 325,000

Disclaimer: All the names for these heroes are unofficial and suggested by the community. Currently, there are no hero names in the game, but the player can name them in-game.

Favorite heroes[]

The "Favorites" section allows to sort heroes in any order set by the player (first hero added -> first place, second hero added -> second place, etc.). Favorite heroes can be set by tapping on the Favorite hero icon (empty) empty favorite icon. This then adds the hero to the "Favorites" section (indicated with the Favorite hero icon favorite icon). There's no limit how many heroes can be in "Favorites". While in "All" section heroes can be removed from favorites by tapping on the favorite icon.

Hero skills[]

Hero skills are skills, which help the hero in the dungeon. These skills need to be learnt for every hero. To access hero skills select "Skills" in the dungeon's menu. There are 16 skills.

Hero skills

List of all hero skills.

List of skills:

Charge of motivation Charge of motivation
Level 1
Effect Dungeon - Energy +10
Activation
cost
Mental power 6   Dungeon - Action points 3
Requires Hero lvl. 1
Learning
cost
None
Restores Energy. Can be also used in combat.


Smashing blow Smashing blow
Level 1 2
Effect Attack with increased damage.
Dungeon - Damage +50% (one attack)
Attack with increased damage.
Dungeon - Damage +100% (one attack)
Activation
cost
Dungeon - Energy 4   Dungeon - Action points 4
Requires Hero lvl. 3 Hero lvl. 6
Learning
cost
Coin x 100
Ancient page x 10
Coin x 200
Ancient page x 15
Used only in combat.


Round kick Round kick
Level 1 2 3
Effect Attack four surrounding enemies. 50% chance to stun.
Does not affect a boss.
Dungeon - Damage +50%
Activation
cost
Dungeon - Energy 5   Dungeon - Action points 5
Requires Hero lvl. 3 Hero lvl. 6 Hero lvl. 15
Learning
cost
Coin x 100
Ancient page x 10
Coin x 200
Ancient page x 15
Coin x 300
Ancient page x 20
Used only in combat.
The stun lasts for 2 turns. The enemy/enemies will have normal AP (not maximum) after the stun ends. When an enemy is stunned 3 yellow stars appear above their head.
At lvl. 3, this attack/skill will do 50% more damage.


Throwing
Level 1 2 3
Effect Increases throwing radius by 1. Increases throwing radius by 1. Increases throwing radius by 1.
Throwing knife (Kunai) : Dungeon - Damage +50%
Greek grenade Flamethrower : Dungeon - Damage +3
Activation
cost
Passive skill.
Requires Hero lvl. 3 Hero lvl. 6 Hero lvl. 15
Learning
cost
Coin x 100
Ancient page x 10
Coin x 200
Ancient page x 15
Coin x 300
Ancient page x 20
At lvl. 3, this skill will also do 50% more damage using Throwing knife or +3 damage using Greek grenade or Flamethrower.


Traps
Level 1 2
Effect Increases the chance of detecting traps.
Chance: 60%
Disarm cost: Mental power 3
Increases the chance of detecting traps.
Chance: 90%
Disarm cost: Mental power 2
Activation
cost
Passive skill.
Requires Hero lvl. 3 Hero lvl. 9
Learning
cost
Coin x 100
Ancient page x 10
Coin x 200
Ancient page x 15
Without this skill, chance of detecting traps is 30%.


Doctor Doctor
Level 1
Effect Dungeon - Health +8..12
Activation
cost
Mental power 6
Requires Hero lvl. 6
Learning
cost
Coin x 200
Ancient page x 15
Available only if health is less then half.
Used only outside of combat.
Restores Health from 8 to 12 (random).


Demoralization Demoralization
Level 1
Effect Decreases the physical defense of surrounding enemies. The enemies have a chance to resist, but at least one of them will be demoralized.
Activation
cost
Mental power 4   Dungeon - Action points 3
Requires Hero lvl. 6
Learning
cost
Coin x 200
Ancient page x 15
Decreases the defense of non-boss enemies (80% chance) and bosses (40% chance) to 40% rounded down for 7 turns. Range: 4. Demoralizes at least one enemy.
Used only in combat.
Can't be used on enemies with Tactics.
By learning the Throwing skill, the range of this skill is NOT increased.


Taming
Level 1 2 3 4
Effect Allows to tame particular monsters. You will also need bait and a net.

Level 1:
Taming lvl. 1 + 1 Familiar

Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes.
Allows to tame particular monsters. You will also need bait and a net.

Level 2:
Taming lvl. 2 + 1 Familiar

Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes.
Allows to tame particular monsters. You will also need bait and a net.

Level 3:
Taming lvl. 3 + 1 Familiar

Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes.
Allows to tame particular monsters. You will also need bait and a net.

Level 4:
Taming lvl. 4

Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes.
Activation
cost
Passive skill.
Requires Hero lvl. 6 Hero lvl. 9 Hero lvl. 15 Hero lvl. 21
Learning
cost
Coin x 200
Ancient page x 10
Tofu x 5
Coin x 300
Grimoire x 7
Throwing net x 5
Coin x 400
Grimoire x 11
Inarizushi x 5
Coin x 500
Grimoire x 13
Ruby x 5
For more information see Dungeon > Taming.


Trained eye Trained eye
Level 1
Effect More accurately determines the health of enemies. Also, automatically determines the difficulty of locks, texts, and other objects around.
Activation
cost
Passive skill.
Requires Hero lvl. 6
Learning
cost
Coin x 100
Ancient page x 10
Shows enemies (and Mechanical spider's) health bars in 8 slices instead of 4. Doors, violet chests and podiums now require one less tap to open/collect.


Sprinter Sprinter
Level 1
Effect Makes available:
Always run
Activation
cost
Passive skill (toggle).
Requires Hero lvl. 6
Learning
cost
Coin x 100
Ancient page x 10
Hero always moves faster (not just if path lenght is greater than 15 tiles). Must be toggled on in dungeon inventory.
Used only outside of combat.


Tactical gaze
Level 1
Effect Allows to develop tactics against well protected enemies from a distance.
Activation
cost
Passive skill.
Requires Hero lvl. 9
Learning
cost
Coin x 200
Ancient page x 15
Removes MP requirements from enemies from a distance (3 tiles), which costs 4 Action points (same as without this skill).


Martial arts
Level 1 2 3
Effect Dungeon - Damage +1 Dungeon - Damage +1 Dungeon - Damage +1
Activation
cost
Passive skill.
Requires Hero lvl. 9 Hero lvl. 15 Hero lvl. 21
Learning
cost
Coin x 200
Ancient page x 15
Coin x 300
Ancient page x 20
Coin x 400
Ancient page x 30


Hardening
Level 1 2
Effect Dungeon - Defense +1 Dungeon - Defense +1
Activation
cost
Passive skill.
Requires Hero lvl. 12 Hero lvl. 18
Learning
cost
Coin x 200
Ancient page x 15
Coin x 300
Ancient page x 20


Equipment preparation
Level 1 2
Effect Sack +1 Sack +1
Activation
cost
Passive skill.
Requires Hero lvl. 12 Hero lvl. 18
Learning
cost
Coin x 200
Ancient page x 15
Coin x 300
Ancient page x 20
Allows to take 1 extra item of all items
in the dungeon (instead of 7 Onigiri,
8 Onigiri can now be taken).


Traps indifference Traps indifference
Level 1
Effect Traps no longer frighten the hero, they can walk through it if they please. (And take full damage!)
Activation
cost
Passive skill (toggle).
Requires Hero lvl. 12
Learning
cost
Coin x 200
Ancient page x 15
Also requires skill Traps lvl. 1.
If a trap is detected, the hero can choose to take full damage of the trap or spend the required MP to disarm it. Can be toggled on/off while in dungeon.


Agility
Level 1
Effect Dungeon - Action points +1
Activation
cost
Passive skill.
Requires Hero lvl. 15
Learning
cost
Coin x 300
Ancient page x 20


Dungeon inventory[]

The inventory in the Dungeon tab shows the items which the next hero will take into the dungeon as supply (bigger top number). The items are automatically transferred from the "regular" warehouse inventory (bottom number) and filled up to maximum. After returning from the dungeon not used items are returned. The player doesn't lose these items upon becoming unconscious (being defeated). If a hero returns with items, which would exceed storage capacity, the items are converted to (character not hero) experience points. There is a total of 28 items that can be taken into the dungeon.

The player can long tap items in inventory to see, what they give and cost (some items (see consumables) might consume Action points, which is not shown by long tapping). Items can also be excluded from being taken into the dungeon by tapping on them and tapping "Exclude" or long tapping. Excluded items are saved per hero, so they don't have to be excluded every time upon entering a level.

Tofu can't be taken into the dungeon, if hero hasn't learnt at least Taming skill lvl. 1.
Inarizushi can't be taken into the dungeon, if hero hasn't learnt at least Taming skill lvl. 3.
Dungeon inventory capacity (maximum)
Item Equipment preparation
Lvl. 0 Lvl. 1 Lvl. 2
Mental power Mental power 80(1) 80(1) 80(1)
Throwing knife (Kunai) Throwing knife 5 6 7
Greek grenade Greek grenade 5 6 7
Madness grenade Madness grenade 2 3 4
Throwing net Throwing net 2 3 4
Mechanical spider Mechanical spider 1 2 3
Horn Horn 1 1 1
Ariadne's thread Ariadne's thread 1 2 3
Bedroll Bedroll 1 1 1
Tofu Tofu 1 2 3
Inarizushi Inarizushi 1 2 3
Onigiri Onigiri 7 8 9
Flatbread Flatbread 7 8 9
Cherry bun Cherry bun 5 6 7
Muffin Muffin 5 6 7
Mushroom rice (Bento) Mushroom rice 5 6 7
Porcini pasta Porcini pasta 5 6 7
Baklava Baklava 7 8 9
Poke Poke 5 6 7
Marinated eggs Marinated eggs 5 6 7
Teriyaki salmon Teriyaki salmon 5 6 7
Balm Balm 3 4 5
Potion of healing Potion of healing 5 6 7
Potion of healing lvl. 2 Potion of healing lvl. 2 5 6 7
Potion of energy Potion of energy 5 6 7
Potion of mental power Potion of mental power 5 6 7
Potion Berserker rage Potion "Berserker rage" 5 6 7
Potion Ambrosia Potion "Ambrosia" 1 2 3


(1)The amount of Mental power that can be taken into the dungeon depends on hero level and other boosts. For more information see Mental power.


Equipment[]

Equipment are items, which can be equipped on a hero and increases Damage or Defense.
Equipment cannot be removed, but can be replaced with more powerful one. When replacing, the current equipment is lost.
All equipment has a durability, which is reduced by 1 with every trip to the dungeon.
If the hero gets knocked unconscious, durability is reduced by 2.
If there is equipment available that can be equipped when the player wants to enter a dungeon, a prompt will remind them of this: "You have unequipped equipment."

Notice about unequipped equipment

Notice about unequipped equipment.

Item Benefits Durability Requires
Without
technologies
With
technologies
Sword for a hero lvl. 1 Sword for a hero lvl. 1 Dungeon - Damage +3 10 15 Hero lvl. 5
Sword for a hero lvl. 2 Sword for a hero lvl. 2 Dungeon - Damage +5 15 20 Hero lvl. 10
Sword for a hero lvl. 3 Sword for a hero lvl. 3 Dungeon - Damage +7 20 25 Hero lvl. 15
Sword for a hero lvl. 4 Sword for a hero lvl. 4 Dungeon - Damage +9 25 30 Hero lvl. 20
Armor for a hero lvl. 1 Armor for a hero lvl. 1 Dungeon - Defense +2 10 15 Hero lvl. 5
Armor for a hero lvl. 2 Armor for a hero lvl. 2 Dungeon - Defense +4 15 20 Hero lvl. 10
Armor for a hero lvl. 3 Armor for a hero lvl. 3 Dungeon - Defense +6 20 25 Hero lvl. 15
Armor for a hero lvl. 4 Armor for a hero lvl. 4 Dungeon - Defense +8
Dungeon - Damage +1
+10 max. Dungeon - Energy
25 30 Hero lvl. 20
Shield for a hero lvl. 1 Shield for a hero lvl. 1 Dungeon - Defense +1 10 15 Hero lvl. 5
Shield for a hero lvl. 2 Shield for a hero lvl. 2 Dungeon - Defense +2 15 20 Hero lvl. 10
Shield for a hero lvl. 3 Shield for a hero lvl. 3 Dungeon - Defense +3 20 25 Hero lvl. 15
Shield for a hero lvl. 4 Shield for a hero lvl. 4 Dungeon - Defense +4 25 30 Hero lvl. 20
Ring for a hero lvl. 1 Ring for a hero lvl. 1 Dungeon - Damage +1 10 15 Hero lvl. 5
Ring for a hero lvl. 2 Ring for a hero lvl. 2 Dungeon - Damage +2 15 20 Hero lvl. 10
Ring for a hero lvl. 3 Ring for a hero lvl. 3 Dungeon - Damage +3 20 25 Hero lvl. 15
Ring for a hero lvl. 4 Ring for a hero lvl. 4 Dungeon - Damage +4 25 30 Hero lvl. 20
Ring for a hero lvl. 4+ Ring for a hero lvl. 4+ Dungeon - Damage +4
+5 max. Dungeon - Energy
25 30 Hero lvl. 20


Note: Shield for a hero lvl. 4:

  • Chance to deal counter damage (10%).
  • Applied against melee attacks only.
  • Damage = 3-5, but no more than 25% of foe's max Health.
  • Foe's defense is ignored.
  • Counter attack can't kill, i.e. hp will not drop below 1.


For every group of equipment, a technology can be learnt to increase durability.

Throwing weapons[]

Throwing weapons are items that can be used in the dungeon, which can be used to kill or help to kill enemies from range by throwing them on or near enemies.

  • Throwing knife (Kunai) Throwing knife
  • Greek grenade Greek grenade
  • Madness grenade Madness grenade
  • Throwing net Throwing net
  • Mechanical spider Mechanical spider

The throw distance of weapons is 3 tiles from the hero, but can be increased by 1 tile with each level of Throwing to a maximum of 6 tiles. Throw range is not fully a square, one tile on every diagonal is "cut off". The hero can usually not throw through walls (depends on the position of the hero). Weapons can not be thrown on protected enemies (Tactics), non-interactable or objects, which are not highlighted in orange. Throwing costs 4 Action points and 1 Energy. Weapons can only be thrown while in combat.

Tip: If the player decides to not throw the selected weapon, they can deselect it.

Weapons - throw distance

Throw range with Throwing lvl. 0.


Throwing a weapon:

  1. Enter combat.
  2. Select a weapon in hero's inventory. The tiles in range will be highlighted in orange.
  3. Select a tile highlighted in orange.


Consumables[]

Consumables are items that can be used in the dungeon, which increase Health, Energy or Mental power. When a hero is in the dungeon, new items can not be added to hero's inventory - they can only be added before going into the dungeon. If they are consumed during combat they cost 2 Action points. If they are used outside combat, they don't have a cost (besides the item consumed). Most of the food items can be crafted in the Food Stall. Most of the potions can be crafted in the Alchemist's Hut.

Item Reward Cost
Bedroll Bedroll +50 Dungeon - Health
+50 Dungeon - Energy
2 Dungeon - Action points
Ultraviolet Cherry Ultraviolet Cherry +5 Dungeon - Health
2 Dungeon - Action points
Woodland strawberry Woodland strawberry +5 Dungeon - Health
2 Dungeon - Action points
Mushrooms Mushrooms +5 Dungeon - Energy
2 Dungeon - Action points
Porcini mushroom Porcini mushroom +7 Dungeon - Energy
2 Dungeon - Action points
Onigiri Onigiri +5 Dungeon - Health
2 Dungeon - Action points
Flatbread Flatbread +5 Dungeon - Energy
2 Dungeon - Action points
Cherry bun Cherry bun +15 Dungeon - Health
+5 Dungeon - Energy
2 Dungeon - Action points
Muffin Muffin +15 Dungeon - Health
+7 Dungeon - Energy
2 Dungeon - Action points
Mushroom rice (Bento) Mushroom rice +5 Dungeon - Health
+15 Dungeon - Energy
2 Dungeon - Action points
Porcini pasta Porcini pasta +7 Dungeon - Health
+20 Dungeon - Energy
2 Dungeon - Action points
Baklava Baklava +12 Dungeon - Health
+12 Dungeon - Energy
2 Dungeon - Action points
Poke Poke +4 Dungeon - Defense
+15 Dungeon - Health
+15 Dungeon - Energy
2 Dungeon - Action points
Marinated eggs Marinated eggs +17 Dungeon - Health
+5 Dungeon - Energy
2 Dungeon - Action points
Balm Balm +30 Dungeon - Health
+7 Dungeon - Energy
2 Dungeon - Action points
Potion of healing Potion of healing +20 Dungeon - Health
2 Dungeon - Action points
Potion of healing lvl. 2 Potion of healing lvl. 2 +25 Dungeon - Health
2 Dungeon - Action points
Potion of energy Potion of energy +20 Dungeon - Energy
2 Dungeon - Action points
Potion Berserker rage Potion "Berserker rage" +40% Dungeon - Damage
+2 Dungeon - Action points
+25 Dungeon - Energy
2 Dungeon - Action points
Potion Ambrosia Potion "Ambrosia" +30 Dungeon - Health
2 Dungeon - Action points


Consumables (notes)[]

  • Ultraviolet Cherry and Mushroom can be found in Dungeon, but cannot be brought in with the rest of items; only the ones found in the current exploration are available.
  • Potion of healing can also be acquired in Bourse by watching ads.
  • Mental power can be acquired by solving nonograms while hero is not in the dungeon.
  • Poke's defense and Potion "Berserker rage"'s damage and action potions only lasts until the end of combat or until new enemies are encountered, whichever comes first. The buffs can stack.
  • Potion "Ambrosia" is automatically consumed once the hero drops to 0 health.

See also[]

Trivia[]

The player will occasionally see a medieval rabbit playing a trumpet after an enemy has been defeated. This indicates that the vanquished enemy has now been fully researched in the bestiary.

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