Adventuring research
Still being decidedClasses, items and loot for your adventurers, researched at the Research Institute.
Not settled yet, so expect this to change.
How it works
- An Adventuring branch appears at your Research Institute once you have an Adventurers' Hall.
- Each technology needs your Hall to reach a level first. Until then it is listed with the level it needs.
- Research is paid for like any other technology, in research points, with glass from tier 3 and mana at tier 4. What you learn applies to every adventurer you have.
- Each tier also needs your Research Institute to be high enough, as for every branch.
- Controls, sound, music and graphics are never researched. They come with the Hall's levels.
Map Making
Playable now- Research Map Making in the Adventuring branch of your Research Institute to see the dungeon map during a run.
- Until then, the game shows a Research Map Making button where the map would be.
- With it, Tab pauses the run and opens the map full size. Tab or Esc closes it and carries on.
The technologies
| Technology | Needs Hall level | Tier | Research points | Glass | Mana | Needs first | What it does | Status |
|---|---|---|---|---|---|---|---|---|
| Map Making | 1 | 1 | 20 | Adventurers' Hall runs show the dungeon map, and Tab opens it full size. | Playable | |||
| Ranger | 8 | 2 | 300 | Train Rangers: fast, with a bow. Monsters drop arrows. | Planned | |||
| Bombs | 9 | 2 | 350 | Carry bombs to open cracked walls and hit crowds. | Planned | |||
| Treasure Sense | 10 | 3 | 1,500 | 150 | Map Making | The dungeon map marks rooms that hold a heart sliver. | Planned | |
| Spin Attack | 12 | 3 | 2,500 | 250 | Hold attack, then let go to strike all around you. | Planned | ||
| Mana | 13 | 3 | 4,000 | 400 | A magic meter, refilled by magic jars. | Planned | ||
| Wizard | 13 | 3 | 5,000 | 500 | Mana | Train Wizards: slow bolts that pass through enemies, and a short teleport. | Planned | |
| Boomerang | 14 | 3 | 5,500 | 550 | A second item button, starting with a boomerang that stuns. | Planned | ||
| Grappling Hook | 14 | 3 | 6,000 | 600 | Boomerang | Pull yourself across pits and grab items from afar. | Planned | |
| Dash | 15 | 3 | 7,000 | 700 | A quick dash that carries you past attacks. | Planned | ||
| Deep Pockets | 16 | 3 | 8,000 | 800 | Bombs | Carry more arrows and bombs. | Planned | |
| Valkyrie | 17 | 3 | 10,000 | 1,000 | Train Valkyries: a spear, and a shield that blocks from the front. | Planned | ||
| Elements | 18 | 3 | 12,000 | 1,200 | Fire, ice and poison on your attacks, and monsters weak to each. | Planned | ||
| Fairy Bottle | 19 | 3 | 14,000 | 1,400 | A bottle that holds a fairy, which saves you once when you fall. | Planned | ||
| Magic Gear | 22 | 4 | 50,000 | 3,000 | 3,000 | Gear found in rifts can carry one magic property. | Planned | |
| Skills | 23 | 4 | 60,000 | 3,500 | 3,500 | Choose a skill for your adventurer's class at each new level. | Planned | |
| Rare Gear | 24 | 4 | 70,000 | 4,000 | 4,000 | Magic Gear | Rare gear with several properties. | Planned |
| Rift Modifiers | 25 | 4 | 80,000 | 4,500 | 4,500 | Make a run harder on purpose for better finds. | Planned | |
| Gem Sockets | 27 | 4 | 90,000 | 5,000 | 5,000 | Magic Gear | Set gems into gear for extra properties. | Planned |
| Legendary Gear | 29 | 4 | 100,000 | 6,000 | 6,000 | Rare Gear | Legendary gear, and sets that add powers when worn together. | Planned |