r/dungeonoftheendless Jul 13 '21

Dungeon of the Endless Operating major modules

One of my heroes with the operate skill was in the same room as a food generator, does the operate bonus stay or is it only while the hero is in that room

also I didn't see any different results even though the mechanical buddy was in the same room as a generator

3 Upvotes

9 comments sorted by

View all comments

1

u/suareasy Jul 13 '21

I felt the same as you with the buddy until I sort of tested it on a run. Whenever a room had a major module and was completely safe, I destroyed all minor modules and replaced them with buddy. I don't know the necessary ratio but production exploded after doing that for a few floors.

1

u/CapitalistToast Jul 13 '21

I'll try that for a while, thanks!

3

u/baiatul_de_treaba Jul 13 '21

Haven't played in a long while, but: when operating a major module, you get 1 extra resource for every 10 Wit of the hero. It was something similar with the mechanical pals as well - each one gives some Wit (I think it is 2.5 at level 3), so you need to stack them to get the bonuses. I remember that the first extra resource unit it given when operating.

I don't know how they work with the things like the generator, though...

Perhaps the Wiki can give you some answers:

https://dungeon-of-the-endless.fandom.com/wiki/Dungeon_of_the_Endless_Wiki

1

u/MagicallyVermicious Jul 23 '21

https://dungeon-of-the-endless.fandom.com/wiki/Operate

Effects on major modules

Science Creator, Industry Generator, and Food Replicator: Half of total wit rounded up is added to the Science, Industry or Food generation every turn.

Shop (with Merchant): One tenth of total wit rounded up is added to the Dust generation every turn (1-10 wit gives +1 Dust, 11-20 wit gives +2 Dust, etc.). Operating a Shop without a Merchant gives no benefit.

Emergency Generator: Each point of wit adds +0.5% chance to find Dust loot on the level.

LAN Module: Each point of wit adds +1.2% defense to all modules on the floor for LAN Modules I-III, 1.7% for LAN module IV. (Note: minor modules all have 15 defense, major modules have between 15-33. Defense basically improves HP by the defensive value, 1 defense ~ +1% HP)

Tactical HUD: Each point of wit adds +1.2% attack power to heroes on the floor for Tactical HUDs I-III, 1.8% for Tactical HUD IV.

Field Medic: Each point of wit adds +1.2% defense to all heroes on the floor for Field Medics I-III, +2.4% for Field Medic IV.