Pomander Index
General
These are the pomanders that are in all Deep Dungeons
Safety
Removes all traps on the current floor.
Useful for:
Making more room to kite/navigate safely
Removing dangerous traps from specific floor sets (e.g. Frog traps where Vipers spawn in PotD)
Are planning to do a Rage/Dread play and don't want to risk running into landmines
(HoH Specific) Elimating fake exists in the Hall of Fallacies (Big Room)
Similar use-case to Safety and should rarely be paired together. Prefer using Safety over Sight if:
Both Safety and Sight are capped at 3.
You have more Safety than Sight.
(HoH Specific) - You are in a hall of fallacies, where it should always be used to remove the fake exits
Sight
Reveals the minimap as well as the locations of any traps on the floor.
Useful for
When you need more room to kite
Rage/Dread play to efficiently find the exit as you kill mobs
When you need to find the find the exit as soon as possible
Can also allow you to do the "landmine play" where you gather up mobs, purposefully step on a landmine and then AoE them down. Most often used on tanks and healers for time.
Similar use-case to Safety and should rarely be paired together. Prefer Sight over Safety if one of the following is true:
If you want to do a landmine play
You need to find the exit ASAP
If you have more Sight's than Safety
Strength
Increase damage and healing potency by 30%
Used to speed up killing mobs.
Serves as an increase to the sustain to job healing spells such as Ver Cure, Clemency, Healer GCD Spells, etc. Does not increase healing from weaponskills or abilities.
Important: Strength is multiplicative, which means that it has significantly reduced effectiveness on floors with debuffs like "No Ability", "Damage Down" and "Gloom"
Make efficient usage of this by constantly fighting as much as possible while it is active.
Strength is more common and you will -- on average -- find one per set. It is okay to start most sets with a strength.
Steel
Reduces damage taken by 40%
Can be used right before you jump to the next floor to help mitigate the risks of a no item floor.
(PotD/HoH Specific) Used by DPS and Healers to make it possible to fight dangerous mobs. Used on tanks for comfort.
(EO Specific Note) Can be used for comfort on DPS, but should primarily be saved for bosses to make some failed mechanics survivable.
Affluence
Increases the number of treasure coffers on the **next floor**
Can be comfortably kept at 2 until all of your "critical pomanders" are full.
Interacts indirectly with Flight:
Reduced number of mobs makes it easier to grab chests
Flight reducing the number of rooms may reduce the number of chests
Flight
Reduces the number of enemies spawned and lowers the required number of kills required to unlock the passage on the **next floor**.
Used for time management.
Almost always better to use earlier in a set when you are behind than on a later floor.
Note: Flight doesn't inherently save time, to save time you need to be efficient with fighting and getting through the floor.
Alteration
Turns one room worth of mobs on the **next floor** into Mimics or Korrigans.
Korrigans effectively mean that it is a flighted floor, mimics -- while dangerous -- are often preferable to some of the bad mobs on a floor (see PotD Flood Dragons and HoH Dullahans/Jinba)
Both Mimics and Korrigans have an increased drop chance for a chest (50% chance), can be combined with fortune for extra potential drop rates. to drop a chest so this can be used to gamble on the floor
Note: Can turn treasure rooms into korrigans (instant floor clear) or mimics (potentially requiring a big pom to break through if it is blocking the exit)
Purity
Cures the pox status (no really, that's all this one does).
Tanks/Physical ranged only have to deal with pox when they make a mistake and don't interrupt (or don't have their interrupt available) and this can be mostly freely used.
Melee/Casters/Healers will need to be more thoughtful on whether they can manage to deal with pox (such as being on a no item floor). Should be used whenever needed
Fortune
Increases the chance of enemies dropping chests by 12-13%
Best to use at the start of a floor to maximize the number of chest generated.
Altered floor spawn mimics and korrigans and fortune also increases that.
Flighted floors reduce total mobs and number of required kills, and pairing it with flight should be avoided if possible.
(PotD/EO) Great for Rage/Dread where you do not plan to double dip the use of rage/dread
(HoH/EO) Great for floor wipes (Storms-play or Petrification/Magicite)
Witching
Polymorphs all enemies in a half room radius into a frog, imp, or chicken.
This should be your default panic button to give yourself breathing room to make decisions.
When is doubt, _witching_
Can also be used proactively to make a Landmine play or Lust (PotD)/Resonating (PotD) play
Serenity
Removes all enchantments from the floor (regardless of if beneficial or harmful)
Requires the most consideration of pomanders as you should use it proactively when there are bad debuffs.
Important:
Serenity is only useful on floors with enchantments, but has a chance to drop from any floor (regardless of debuffs).
It is critical to actively make decisions when using serenities instead of relying on pulling one from floors when you need it.
The value of a serenity is always proportional to survival (or time gained) by removing the enchantments from the floor. Check which debuffs are most dangerous for your specific job when deciding to fight or not.
Intuition
Shows you the location of the accursed hoard on the floor (if applicable) effect is not consumed until a hoard is found or the floorset ends.
Typically best to save these when you are about to reach the floors that will go to the next tier of hoard and burn them immediately upon entering the "next tier" set
Don't use after 67 for the highest chance of getting a hoard.
Raising
Revives the next party member to be KO'd. If solo, this will allow you to be revived and continue your run.
Raisings no longer drop after 179 in PotD and 79 in HoH/EO
It is always better to use a raising when you feel uncomfortable on a set than to die with three in your inventory.
Specific floor recommendations
PotD
Floor 111-120 has a lot of dangerous mobs that can potentially one-shot you, always raising this set.
131-140 first time. Ahriman patrols have Level 5 Petrify which is very dangerous. In addition, the floor 140 boss is easy to mess up on your first attempt and can oneshot you if you mis-step.
171-200 you should raising each set due to the difficulty.
HoH
First time through 61-70, there are some tricky mobs that are pretty dangerous (especially for non-tanks).
71 - 100 you should raising at the start of every set.
EO
Any floor set with a mob you aren't confident on. As failing a mob mechanic will one hit KO you, if a set has an enemy that you are not confident on (such as Y'mir/Drakes damage reflect), raising the set is the best option.
71-100 you should raising at the start of each set.
Palace of the Dead
The following pomanders are exclusive to Palace of the Dead
Rage
Transforms the user into a manticore and grants the ability "Pummel" which can be used to instantly KO mobs.
Can double dip by using this near a key room, killing mobs and jumping to the next floor with the buff running
If not double dipping, pair with fortune for more chests
Does not work on floors with the "No Knockback" Enchantment
Again, always check for the "No Knockback" floor enchantments before using it
Lust
Transforms into a succubus which grants you the Void Fire II ability which deals damage AoE damage to a target and increases damage taken to all targets hit by 10% per stack up to 5 stacks for two minutes.
Mostly useful to add a vuln up when starting a boss fight. Special usage on certain bosses applies below
Floor 100 Boss - Can use Lust to help kill the adds that spawn while applying the vulnerability stacks on the boss
Floor (1)21 - Can wait until the Bees appear to use lust to kill while applying the 5 vuln stacks
Floor 150 - Can use when first succubus spawns to apply vulns while dealing damage to both add and boss
Floor 180 - Used at approximately 22% HP remaining to get 5 vuln stacks on the boss before the "push"
Can be used to remove the vuln down on mobs
Is a DPS increase on some jobs.
Resolution
Turns you into a Kuribu and gives you access to the "Heavenly Judge" spell. This is a large ground targetted AoE that deals damage and stuns enemies.
In addition, it deals significantly more damage to undead enemies
Does not drop before floor 51
Undead enemies that have been witched still retain their Undead status and receive the increased damage.
Specific places where it is most useful:
Is nearly essential for floor 100 boss
When combined with strength, can kill the floor 140 boss in approximately 1 minute very safely.
Is very powerful on the 191-200 set due to a large number of undead enemies
DPS increase on some jobs
Heaven on High
The following pomanders are exclusive to Heaven on High
Frailty
Increases damage taken by mobs by 10% and reduces damage dealt by mobs by 10% for three minutes
Do not open chests while this is active, any mimics spawned will not have frailty.
Multiplicative with strength
Concealment
Renders yourself and your party undetectable to traps and enemies. Effect will end upon taking damage, attacking or using an ability.
Can still collect chests while stealthed, but mimic or explosive silver chest will remove the stealth effect
Can get knocked out of stealth by out of combat AoEs
Can be used in place of a safety to find Fake traps in the Hall of Fallacies (big room). The real exit will pulse when you enter while the fake traps won't.
Petrify
Turns all the enemies on the floor into stone, any enemies affected by petrification status will die to a single point of damage. 30 second duration
Referred to as a floor wipe
Don't open chests while petri is active (mimics will not be petrified)
Focus on hitting as many enemies as possible
If confident, can pre-pull enemies from one room to another to make it easier to kill more mobs
Combine with fortune for additional chance at chests
Magicite
Grants the user and their party invincibility and instantly kills all enemies on the floor.
Referred to as a floor wipe
Vortex/Inferno/Crag - All about the same effectiveness, useful for wiping a floor. All are functionally the same with slightly different animation timings.
Elder - Has the same floor wipe potential, but can also one-shot bosses. Should should only be used on 90+ unless you somehow find three _and_ get a fourth magicite (of any kind)
Eureka Orthos
The following pomanders are exclusive to Eureka Orthos
Lethargy
Slows down all enemy auto-attacks and ability casts by 10x.
Note: Bugged on some enemies, best to take note from the Maygi's DD handbook (avoid using on floors with zaghals/fitters as it removes the telegraph if they are spawned outside of visual range)
Can be combined with storms for a floor wind wipe.
Can be useful for learning mob mechanics and for safety.
Be aware that mobs that respawn on a floor set are unaffected and will have the normal cast/auto times (this includes timed respawns and mimics.)
Storms
Reduces the HP of all enemies on the floor to 1.
Enemies that are not in combat will immediately start regenerating their HP.
Enemies that are slept or otherwise CCed count as being "in combat" and will not have their HP regenerate.
When above floor 60, always play to storm a No HP Regen floor as it upgrade Storm into an infinite duration petrify.
Dread
Transforms into a dreadnaught that has the abilities of both the Rage and Lust pomanders from Palace of the Dead.
Can "double dip" like rage by killing mobs near the cairn of passage and moving to the next floor with the transformation still active.
Much more useful to used to kill mobs than to apply vuln ups.
Can use the ranged attack to pull mobs that have dangerous out of combat abilities (like Monkeys, Zaghals and Fitters).
Demi-clones
Long animation lock that serve as an NPC party member for the floor.
Unei - Heals, Casts stone skin and deals less DPS than doga, but is very helpful on no item floors if you have limited sustain options.
Doga - Does better DPS, but has less support (his AoE petrify ability may still have bugged interactions with certain mobs, so use with care.)
Onion Knight - The best one, deals incredible damage and can heal you with Onion Heal when your HP gets low.