Abyssal Reconstruction

Abyssal Reconstruction introduces an exceedingly powerful and difficult to manipulate mechanic, **Abyssal Power** and is exclusive to owners of the **Card Game DLC ($3.99 USD)**. Once purchased it becomes available for optional use in games played on Reality and End Difficulties.

Included in the DLC is the immediate unlock of the current highest difficulties, Divinity and Dawn Age, where Abyssal Reconstruction is always active. Additionally, ID: Heroes only spawn when Abyssal Reconstruction is active.

Added in **v1.11.01** Abyssal Reconstruction is a mode activated right before starting a run on the same tab where you decide on Select Difficulty modifiers and Challenges. Once a run with Abyssal Reconstruction is underway any Monster, Room, and Prisoner you receive from Battle Rewards, Merchants, and Events may randomly have a gemstone **like those in the image above** with a roman numeral denoting its 'Step' in 1~5 on the right side of its portrait. This indicates that the unit/room has some degree of increased stats/growth factors due to **Abyssal Power**.

The buff isn't free however, every unit and room with Abyssal Power requires you to pay an **upkeep every day in souls** . This amount is just the combined total of 'Steps' gathered from all instances of Abyssal Power among your units and rooms regardless of any difference in rarity.
(e.g. A Step 1 Imp, a Step 1 Corrupted Gardener, and a Step 3 Bigger Fight require you to pay 5 soul  each day)
Prisoners as well as Rooms in Facility Storage do not contribute to upkeep.

**If at any point you cannot afford the upkeep at the start of a day, the Abyssal Power of a random unit or active room will be reduced by 1** (or removed if they're at Step 1) every day until you are able to pay again.
It is possible to reduce upkeep at specific Steps through unlocks in the Abyss Pack.

A few other things to take note of regarding this fickle buff:

* It is (as of **v1.11.09**) possible to unlock ways of sacrificing Units or Rooms with Abyssal Power to increase the Abyssal Power of others through the Dungeon Card.

	+ The Dark Lord's may be increased through the Commitment action. (Available by default)
	+ A Monster or Corrupted Hero's may be increased through the Resolve action.
	+ A Room's may be increased through the Metastasis.
* **Products of Monster Fusion and Special Room Combination will inherit the lowest Step of Abyssal Power from among its material as long as they all have Abyssal Power.**
* Abyssal Power is not retained by Units and Rooms kept through Succession. Successions start without Abyssal Power.
* It is possible to give any succeeded unit/room a free random Step (typically 1) of Abyssal Power through unlocks in the Abyss Pack.
* Abyssal Power in prisoners multiplies both the **time it takes to Torture AND the soul  cost of Corruption** by their respective base values \* (Step + 1). Both effects can be reduced individually through unlocks in the Abyss Pack.
	+ e.g: If the ID: Star Bunny prisoner you have takes 95 days to torture and costs 617  to corrupt, a Step 3 of the same prisoner would take 380 days to torture and cost 2468 .
* Abyssal Power **has no effect** on EXP. It does not change EXP required to gain Lv. or the amount given in Combination.
* Abyssal Power **has no effect** on deployment costs for Invade Battles.
* Steps 3~5 of Abyssal Power simply won't appear on days before 300, more detail below.

Ultimately Abyssal Power is a mechanic that demands the continuous engagement of the player in Normal Mode runs even well beyond ~3000 days.
Peak performance is, at the moment, hidden behind a higher hurdle of chance than ever before. Good luck patrons of Dungeon Maker!

A simple break down of the different 'Steps' of Abyssal Power can be seen here.

Abyssal Power

 Step 5 | 50x Base growth factors. | -5 to 4\* soul per day.