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		<updated>2026-04-30T16:36:35Z</updated>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57481</id>
		<title>Desktop Dungeons: Rewind</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57481"/>
				<updated>2023-05-08T08:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: Fixed Transmuter description and some grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Desktop Dungeons: Rewind''' is a remake of ''Desktop Dungeons''. It features brand-new 3D graphics, a new soundtrack composed by Danny Baranowsky and Grant Kirkhope, and some gameplay changes, most notably a rewind feature. It released on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Desktop Dungeons: Rewind is a modern remastering of the award-winning, bite-sized, tactical dungeon crawler.&lt;br /&gt;
&lt;br /&gt;
Founding a new kingdom isn’t easy: it takes cunning, manpower, and lots and lots of gold. How will you pay for the outrageously overpriced taverns and banks? Better descend into the dungeons and steal riches from the deadly inhabitants any way you can.&lt;br /&gt;
&lt;br /&gt;
'''Embark on an adventure''' - Choose from a diverse cast of replaceable adventures. Explore bite-sized dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Heal by exploring''' - Reveal hidden terrain to regain health and mana. But plan your route carefully or you’ll have nothing left to face the final enemy.&lt;br /&gt;
&lt;br /&gt;
'''Die. Rewind. And try again.''' - New to DDR, your death is no longer quite so inevitable. After death, you can replay a dungeon from an earlier point to try a different strategy.&lt;br /&gt;
&lt;br /&gt;
'''Build your kingdom''' - Trade monstrous trophies for gold and upgrade your settlement to attract the most skilled adventurers.&lt;br /&gt;
&lt;br /&gt;
'''Show your friends who’s boss''' - Daily online challenges.&lt;br /&gt;
&lt;br /&gt;
Discover everything that earned Desktop Dungeons a cult following: innovative game design, hundreds of hours of content, daily online challenges, the amazing soundtrack by Danny Baranowsky and Grant Kirkhope, all the DLC, and more!&lt;br /&gt;
&lt;br /&gt;
==Gameplay changes==&lt;br /&gt;
===[[Races|Kin]]===&lt;br /&gt;
;Nomenclature&lt;br /&gt;
''&amp;quot;There are better words in the English language, and we want to use them!&amp;quot;''&lt;br /&gt;
* Nomenclature: Race &amp;gt;&amp;gt;&amp;gt; Kin&lt;br /&gt;
&lt;br /&gt;
;{{r|Orc}}&lt;br /&gt;
''&amp;quot;Orcs were by far the most dominant Kin in Desktop Dungeons, so we're taking them down a notch. They're still good, just not quite as OP.&amp;quot;''&lt;br /&gt;
*Orc Conversion Threshold: 80 &amp;gt;&amp;gt;&amp;gt; 100&lt;br /&gt;
&lt;br /&gt;
;{{r|Dwarf}}&lt;br /&gt;
''&amp;quot;The Dwarf conversion felt a little lacklustre because of its delayed strength, and on top of this they were a little weak. Let's fix both of those, and make them beefy earlier while scaling up to the same point.&amp;quot;''&lt;br /&gt;
*Dwarf Conversion Bonus: +1 Max HP per level &amp;gt;&amp;gt;&amp;gt; 10 Max HP&lt;br /&gt;
&lt;br /&gt;
===[[Classes]]===&lt;br /&gt;
;{{c|Fighter}}&lt;br /&gt;
''&amp;quot;The Fighter is the first class you unlock, and it teaches you to play the game wrong. The old Fighter encouraged you to seek out and farm low level enemies, starving you of experience late game. The new fighter encourages you to hit higher level enemies, maybe even realise you can kill them for bonus XP!&amp;quot;''&lt;br /&gt;
*Veteran XP bonus: +1XP per kill &amp;gt;&amp;gt;&amp;gt; Level difference in XP when first attacked by a higher level enemy&lt;br /&gt;
*Instincts: Same and lower enemies revealed &amp;gt;&amp;gt;&amp;gt; Sense enemies 1 tile further into the fog&lt;br /&gt;
&lt;br /&gt;
;{{c|Transmuter}}&lt;br /&gt;
''&amp;quot;The idea for Transmuters is awesome: cast spells to gain Conversion Points, and get a massive spike when you hit a Conversion Threshold. Except... Only a small portion of the spells are efficient, and hitting that threshold drained you mana so you can't cast spells. We've moved some of their power around to make them more fun and slightly stronger.&amp;quot;''&lt;br /&gt;
*Spirit Sword: No longer drains mana on Conversion Threshold&lt;br /&gt;
*Spirit Sword temporary damage: Max mana + level &amp;gt;&amp;gt;&amp;gt; Max mana&lt;br /&gt;
*Inner Focus: Gives 3 CP on glyph cast &amp;gt;&amp;gt;&amp;gt; Gives mana cost as CP on glyph cast&lt;br /&gt;
&lt;br /&gt;
;{{c|Berserker}}&lt;br /&gt;
''&amp;quot;Berserkers could use some more flavour, and now we have a new inventory system... Let's use it! Also, the Goblin Berserker showed their fashion prowess in Berserker Fashion Week, so we gave them a prize. You go, Gobzerker!&amp;quot;''&lt;br /&gt;
*Inventory size: 30 &amp;gt;&amp;gt;&amp;gt; 35&lt;br /&gt;
*Goblin Berserker starts with a Golden Spork&lt;br /&gt;
&lt;br /&gt;
;{{c|Chemist}}&lt;br /&gt;
''&amp;quot;Who plays Chemist anyways?&amp;quot;''&lt;br /&gt;
*Potion resource restore: 10% &amp;gt;&amp;gt;&amp;gt; 20%&lt;br /&gt;
*Multiple casts of Bysseps now stack erosion&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
''&amp;quot;This is more of a convenience change and fits better with the new UI. It also gives us something to play with (see the Berserker and a new item.)&amp;quot;''&lt;br /&gt;
*No longer split into 5 slots, now a total of 30 size&lt;br /&gt;
**Small items have a size of 1&lt;br /&gt;
**Large items have a size of 5&lt;br /&gt;
&lt;br /&gt;
===Early Game Difficulty===&lt;br /&gt;
''&amp;quot;Players found that the difficulty spike when fighting the bankers was too large. We don't want people to be put off by that and so there have been a couple changes to welcome new players. Some are direct (changed early enemy strength) and some are indirect (scouting and predictive combat logs.) Overall, new players should have a better time.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
;Scouting&lt;br /&gt;
''&amp;quot;This applies to all classes, and should give players a better sense of which direction to explore. Also the looming presence of enemies is fun.&amp;quot;''&lt;br /&gt;
*All classes will now scout one tile into the fog, showing the presence of enemies and their levels&lt;br /&gt;
*Enemies with Life-steal will not be revealed in this way&lt;br /&gt;
&lt;br /&gt;
;Rewind Insurance&lt;br /&gt;
''&amp;quot;He said the name of the game. Roll the credits.&amp;quot;''&lt;br /&gt;
*Defeating the Bankers will grant you Rewind insurance!&lt;br /&gt;
*Once per run when you die for the first time, you’ll have the option to go back to about half way through your run&lt;br /&gt;
&lt;br /&gt;
;Simulated Predictions&lt;br /&gt;
''&amp;quot;One of the biggest changes in Rewind is simulated predictions. In combat your damage may change from being weakened or corroding your enemy. The game now does the maths for you.&amp;quot;''&lt;br /&gt;
*Combat is now simulated, giving more accurate combat predictions that change based on status effects&lt;br /&gt;
*God punishments, random events, and some more complicated effects are not simulated&lt;br /&gt;
&lt;br /&gt;
;Banker difficulty&lt;br /&gt;
''&amp;quot;The numbers on this are hard to describe. Just trust us, it's easier than it was.&amp;quot;''&lt;br /&gt;
*Dungeons leading up to and including the Bankers have been nerfed.&lt;br /&gt;
&lt;br /&gt;
===Dungeon Generation===&lt;br /&gt;
''&amp;quot;The purpose of Desktop Dungeons: Rewind was to bring fresh life into Desktop Dungeons, including better visual compatibility with wide ratio screens. Square dungeons on rectangular screens didn't feel great, so now the shape of Dungeons will adapt to your monitor (this doesn't affect difficulty!)&amp;quot;''&lt;br /&gt;
*Dungeons will be 25 x 16 tiles for wide aspect ratio&lt;br /&gt;
*Dungeons will be 20 x 20 tiles for squarer aspect ratio&lt;br /&gt;
&lt;br /&gt;
===[[Goat Glade]]===&lt;br /&gt;
&amp;quot;This used to be a part of the DLC that we didn't want to be mandatory for high level play. Now that it's part of the base game, we can make it better!&amp;quot;&lt;br /&gt;
*Item Lottery: removed&lt;br /&gt;
*Item Registry: After bringing an item to the Goat Glade three times, the goats will be able to make the item as many times as you want at prep cost.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*''[https://store.steampowered.com/app/1976950/Desktop_Dungeons_Rewind/'Desktop Dungeons: Rewind]'' on Steam&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vegetarian_Vampire&amp;diff=52155</id>
		<title>Vegetarian Vampire</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vegetarian_Vampire&amp;diff=52155"/>
				<updated>2015-11-10T00:01:09Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: fixed Health Broth bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VampireChef.png|right]]&lt;br /&gt;
&lt;br /&gt;
'''Vegetarian Vampire''' is a normal random subdungeon found in the Southern region. It is a pre-explored 9x8 tile sub hosting a L1 Vampire and several plants unique to this sub.&lt;br /&gt;
&lt;br /&gt;
Killing the Vampire will drop the {{i|Recipe Scroll}}. Clicking the scroll will read it to reveal the five recipes. As the recipes never change, you do not need to kill the vampire, you can ignore him and start cooking right away. After use the scroll serves little purpose, though it can be converted for a bit of extra cp.&lt;br /&gt;
&lt;br /&gt;
To complete a recipe, simply hit the plants with melee attacks in the order they are written in your chosen recipe.  As you do so, they will place themselves in the row at the top of the dungeon floor in the order they are killed. They will be consumed irrevocably whether you complete a valid recipe or not, and there is no way to kill a plant that blocks your way without putting it in the recipe.  Therefore you need to plan ahead, immediately starting on a recipe that you will actually be able to complete without blockages.&lt;br /&gt;
&lt;br /&gt;
The five plants each appear like red-tinted version of standard plants, but without their negative effects.  They are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Plant Monster Icon.png]] ''Blood Root'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Poisonous Pod Monster Icon.png]] ''Haemo Bush'' &amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Barbing Bush Monster Icon.png]] ''Sang Vine'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Corrosive Creeper Monster Icon.png]] ''Crimson Pod'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mysterious Murkshade Monster Icon.png]] ''Red Shrub'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Note that killing these plants will provoke {{g|The Earthmother}}'s punishment.&lt;br /&gt;
&lt;br /&gt;
'''The Recipes:'''&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Recipe&lt;br /&gt;
!Visually&lt;br /&gt;
!BR [[File:Plant Monster Icon.png]]&lt;br /&gt;
!CP [[File:Corrosive Creeper Monster Icon.png]]&lt;br /&gt;
!HB [[File:Poisonous Pod Monster Icon.png]]&lt;br /&gt;
!RS [[File:Mysterious Murkshade Monster Icon.png]]&lt;br /&gt;
!SV [[File:Barbing Bush Monster Icon.png]]&lt;br /&gt;
!Conversion point value equivalence&lt;br /&gt;
|-&lt;br /&gt;
| Health Broth || +5 Health || BR - BR - SV - BR - SV || [[File:Plant Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] || 3 || - || - || - || 2 || 400/(player level) CP, Dwarf&lt;br /&gt;
|-&lt;br /&gt;
| Magi Soup || +1 Mana || CP - CP - CP - HB - SV || [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Poisonous Pod Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] || - || 3 || 1 || - || 1 || 70 CP, Elf&lt;br /&gt;
|-&lt;br /&gt;
| Strength Syrup || +1 Base Damage || SV - RS - SV - RS - BR || [[File:Barbing Bush Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Plant Monster Icon.png]] || 1 || - || - || 2 || 2 || 40 CP, Orc&lt;br /&gt;
|-&lt;br /&gt;
| Caramel Conversions || 20 Conversion Points || HB - BR - RS - CP - RS || [[File:Poisonous Pod Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] || 1 || 1 || 1 || 2 || - || 20 CP&lt;br /&gt;
|-&lt;br /&gt;
| Cake of Attack Bonus || +5% Attack || HB - CP - CP - HB - RS || [[File:Poisonous Pod Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Poisonous Pod Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] || - || 2 || 2 || 1 || - || 50 CP, Human&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tips on Use:'''&amp;lt;br&amp;gt;&lt;br /&gt;
1. Take a glance at how many of each plant is available before starting any of the recipes. Usually 1-2 plants will become the bottlenecks for what recipes you can pick up, for example if you have only one Sang Vine available, you won't be able to pick up any Health Broth or Strength Syrup; and you will not be able to pick up more than one Magi Soup. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Some recipes can seem generally better than others, for example if compared to racial conversion bonuses. The best value is the Magi Soup (70 Elf CP), and the worst is the Caramel Conversions (20 CP always).  Since Dwarves get a level-scaling CP bonus, the relative CP value of a flat 5HP declines (rapidly at first) from 400 to 40 CP as you level up, but this always beats Caramel Conversions on paper (in reality, 20 CP may or may not help you hit a CP threshold).  That said, different characters may need different bonuses, especially if the plants available lend easily to multiple shots of a less powerful bonus; in particular, Orc and Human covet each other's bonuses far more than they want to stack more of the same.  In any case, your ability to choose which recipes you want is severely limited regardless, depending mostly on the plants.  It's easier to work out what you can get and choose from there - you won't have many options.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Sometimes the placement of the plants will prevent you from picking up a specific recipe immediately, while all other recipes require ingredients you cannot spare. What you can do in this case is to kill five surplus plants (i.e. ones you wouldn't want to use for your recipes anyway). The non-recipe they make up won't have any effect other than to clear the way for you to access the correct plants afterwards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47457</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47457"/>
				<updated>2015-01-22T18:37:39Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are mostly helpful for surviving this dungeon.&lt;br /&gt;
&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 2''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 4''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 6''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 8''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait Retaliate: Fireball. His low health is his weakness though, he could be killed with physical attacks as soon as level 5.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The most important thing in this dungeon is to never fight higher level monsters. The balanced Dagger rewards same level kills with +3 xp, so fighting 1 level higher monsters is pointless and makes you lose out on 1 xp, while 2 level higher ones would be too resource intensive and plague you with even more debuffs. Your only goal in the dungeon is to reach level 5-6 where you can already kill Sillyname with ENDISWAL and GETINDARE. Fighting anything stronger or reaching higher levels is entirely pointless. The BURNDAYRAZ glyph is just a red herring too - totally unneeded for the map.&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors, but the starting location usually branches out a little to give you options in choosing your targets and to let you pick up some boosters. Otherwise exploration is limited, due to monster density. &lt;br /&gt;
If you can reach the level 1 trapped chest(contains [[GETINDARE]]), it's great, but you won't really need it before the bossfight.&lt;br /&gt;
&lt;br /&gt;
Start out by killing 2 level 1 Spellslingers. The level up will cure your poison and manaburn. Do not combat Mercenaries yet, if you can't find enough Spellslingers settle for Castle Guards. If you found some attack boosters you are able to oneshot the rest of the level 1s, which can help clearing out hallways or avoid level 2 Mercenaries if you have nothing else. In the early game always try to fight same level Castle Guards and before the levelup take out a Spellslinger.&lt;br /&gt;
&lt;br /&gt;
Weakening is bad because even a few levels can make you need to hit the enemy 1 more times, which hurts more than some doses of corrosion and also results in you taking more debuffs. It hinders you in opening the trapped chests too. Only start taking points of weakening once you obtained your first Fortitude Tonic and your corrosion level is getting out of hand. The fact that Burn Salve potions are locked in weaker trapped chests is another reason to favor getting corroded.&lt;br /&gt;
Sometimes you will want to fight a Mercenary just because it blocks your path. But remember, if you can overlevel it you could 1 shot it later. Any time your current selection of monsters is awful, you can make some xp by slaying popcorn or later by using IMAWAL. When you know your last kill is going to be a Spellslinger, you might as well kill some other weaker Spellslingers too.&lt;br /&gt;
&lt;br /&gt;
As you progress in the dungeon look for the chests with the glyphs. [[GETINDARE]] will let you take 1 less hit from enemies so you build up corrosion/weakening slower. [[IMAWAL]] provides bonus xp to ease leveling and reduce the number of monsters you have to kill. Petrify anything over level 6 and Spellslingers of level 1-2. Be careful not to block yourself.&lt;br /&gt;
Of all the glyphs [[ENDISWAL]] is the most important. It will open up corridors, stack resistances to let you open high level chests sooner, and is essential for the bossfight! It even helps you use IMAWAL more freely.&lt;br /&gt;
By the time you get [[BURNDAYRAZ]] you're already level 5-6 and ready to kill the boss. He has Retaliate:Fireball, so the best you can do with it is converting it for extra attack.&lt;br /&gt;
&lt;br /&gt;
The other half of the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two thirds of the monsters in this level have either the Weakening or Corrosive traits. Try to conserve one of each type until you move on to tackling Sillyname. Before you drink a Burn Salve, clear all the acid pools from the ground, so you don't step on them accidentally later.&lt;br /&gt;
&lt;br /&gt;
The level 7 chest has a Pendant of Health inside. Comes too late to be impactful, at least it boosts the healing power of your potions.&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches ~50 damage and finds ENDISWAL and GETINDARE, i.e. at around level 5. Use ENDISWAL to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat once or twice then deal the finishing  blow via GETINDARE. At level 5 it takes several potions and you will hit him 4 times total. Leveling up to reach 6 is great, because you only need 3 hits now, and only have to consume 2 manapotions to pull it off. You could kill Sillyname within 2 hits as well (so no potion has to be drank), but that takes reaching level 8 and killing a lot more monsters. These all assume you have 0 stacks of Weakening, picked up all the boosters and converted the useless glyphs before bossfight.&lt;br /&gt;
&lt;br /&gt;
The boss drops a special item called {{i|Fabulous Treasure}} which is lockerable. Don't forget to pick it up! It costs 95 gold, meaning that if you prep it in a run and transmute it you will have 95 more gold to play with.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Assassin&amp;diff=47456</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Assassin&amp;diff=47456"/>
				<updated>2015-01-22T17:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Human */  swapped it to Orc as it makes more sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Assassin&lt;br /&gt;
|ShortHand=As&lt;br /&gt;
|Traits=&lt;br /&gt;
;POISONED BLADE: Starts with the APHEELSIK glyph, deals 40% bonus damage to poisoned enemies. Starts with -20% bonus damage.&lt;br /&gt;
;LIGHT FOOT: Exploring the area around a monster gives the player first strike&lt;br /&gt;
;SWIFT HAND: attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuAs}},{{ElAs}},{{GoAs}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 3 [[Thief Den]]&lt;br /&gt;
|Group=Tier 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Sinister, quiet and deadly. Assassins lack the charisma, social etiquette and basic regard for sentient life that the lower-tier sneaks possess, but they are no less cunning, stealthy or resourceful. Death may come quickly. Death may come slowly. Death may be silent, bloody, or fiery. But death will always come.''&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''POISONED BLADE''': Starts with the APHEELSIK glyph, gains 40% bonus damage against poisoned monsters. &lt;br /&gt;
*'''LIGHT FOOT''': Exploring the area around a monster gives the player first strike.&lt;br /&gt;
*'''SWIFT HAND''': attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.&lt;br /&gt;
&lt;br /&gt;
Note that spaces that fall off the edge of the board count as &amp;quot;revealed&amp;quot; for the purpose of light foot, so you can gain first strike against edge-hugging monsters in this manner.  The swift hands ability ignores abilities such as first strike and death protection, meaning you face no risks when attacking monsters like gorgons or animated armors as a higher-level assassin.  In rare scenarios where the boss is lower than level 10, it's entirely possible to kill him with swift hands.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
With an emphasis on attack damage, the {{OrAs}} makes for a more combat-oriented assassin.  He is better at [[regen-fighting]] monsters and has a strong early-game.  The Orc Assassin benefits more of fighting poisoned enemies than a Human, but is less efficient in dealing with undeads. Orcs will benefit more from the situational first strike too, which let's them save some blackspace for later use. By mid-late game APHEELSIK matures into a very powerful glyph, as you will be regenfighting your targets first strike becomes less relevant.&lt;br /&gt;
&lt;br /&gt;
One problem melee assassins face is that their lack of resistances gets in the way of regenfighting very high level monsters. This can be solved by worshiping {{g|Binlor Ironshield}}, one of the favorite deity of every Orc in general. There's really no point in playing a Human version, since even at level 10 your damage output will surpass theirs thanks to the boons of Binlor. Followers of other deities should choose Orcs over Humans too, as the endgame power is already covered by APHEELSIK, while the lack of early-game strength can waste valuable blackspace.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
One of the most powerful spellcasting combinations in the game is the {{ElAs}}.  With vastly expanded mana, the elf assassin makes a potent spellcaster.  The biggest difficulty that dedicated spellcasters face is that they often neglect their attack damage and have difficulty fighting lower-level monsters that ''should'' be easy.  Using '''swift hands''', this is not an issue for the assassin, allowing him to focus totally on spellcasting in a way that even the {{c|Wizard}} cannot.  Other races can still make potent spellcaster assassins, but they won't be as good as the elf.&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
The {{GoAs}} is the ultimate class/race combo for level-up catapults.  By using swift hands to kill weaker monsters and converting items and glyphs for extra experience, a goblin can gain as many as five levels over the course of a boss battle, fully regenerating his health and mana each time.  Very few bosses outside of vicious difficulty can survive this sort of persistent onslaught, and even those in vicious difficulty will often fall to it.  Since you can begin the boss battle very early with this character it's likely you'll be able to use poison antics as well.  The Goblin Assassin is one of the best ways to obtain badges in most dungeons, including the coveted vicious badge.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Assassin is one of the game's most potent classes, and is well-suited to a wide variety of approaches.  At low levels, he has a strong and reliable opener with the {{s|APHEELSIK}} glyph, and at high levels he can cleave through strong monsters to gain a few extra levels that can make the difference.  His greatest weakness is that he has very few class features to improve his combat abilities, and capitalizing on his situational {{t|First strike}} is very important.  Because he has no bonus to regeneration or resistances and his initial attack bonus against poisoned monsters is only 20% (net), the Assassin actually makes a sub-par regen-fighter without additional items or boons.  The assassin is most similar to the {{c|Fighter}} in this respect, and he can build towards almost any type of character by using the right combination of bonuses.&lt;br /&gt;
&lt;br /&gt;
Although at first glance it may not be apparent, the Assassin is actually a very strong class for spellcaster strategies.  One of the biggest problems dedicated spellcasters face is that they neglect their attack damage, and may be easily worn down by low-level monsters.  An assassin will never face this problem, even on vicious-difficulty levels, and can therefor focus all his attention on the boss. &lt;br /&gt;
&lt;br /&gt;
Because the assassin can easily 1-hit-kill monsters that are lower-level than him, he should ''never'' fight a monster that is equal-level to him unless he has no other choice.  There is no bonus XP given for defeating a monster of equal level to yourself, and once you gain a level you can kill him effortless.  Always focus your efforts on fighting stronger monsters to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
Assassins can leverage an early Amulet of Yendor to great effect. The 50 bonus experience is enough to reach level 5, which puts most of the dungeon monsters at lower level (and thus subject to Swift Hands). This frees up the player to select a race other than Goblin and still be able to reach Level 10 only having to fight a handful of monsters to do so. The drawback is that after using up the prepped Amulet, you will need to reclaim it for an additional 50 Gold cost if you want to use it again.&lt;br /&gt;
&lt;br /&gt;
The Assassin works well with a broad range of [[Gods|deities]] due to his personal flexibility.  Unless you're willing to eschew the poison glyph, you will probably want to '''avoid''' {{g|Taurog}} and the {{g|Glowing Guardian}}.  Otherwise the Assassin will work flawlessly with '''any''' other [[Gods|deity]].&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47454</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47454"/>
				<updated>2015-01-22T15:30:37Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are mostly helpful for surviving this dungeon.&lt;br /&gt;
&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 2''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 4''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 6''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 8''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait Retaliate: Fireball. His low health is his weakness though, he could be killed with physical attacks as soon as level 5.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The most important thing in this dungeon is to never fight higher level monsters. The balanced Dagger rewards same level kills with +3 xp, so fighting 1 level higher monsters is pointless and makes you lose out on 1 xp, while 2 level higher ones would be too resource intensive and plague you with even more debuffs. Your only goal in the dungeon is to reach level 5-6 where you can already kill Sillyname with ENDISWAL and GETINDARE. Fighting anything stronger or reaching higher levels is entirely pointless. The BURNDAYRAZ glyph is just a red herring too - totally unneeded for the map.&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors, but the starting location usually branches out a little to give you options in choosing your targets and to let you pick up some boosters. Otherwise exploration is limited, due to monster density. &lt;br /&gt;
If you can reach the level 1 trapped chest(contains [[GETINDARE]]), it's great, but you won't really need it before the bossfight.&lt;br /&gt;
&lt;br /&gt;
Start out by killing 2 level 1 Spellslingers. The level up will cure your poison and manaburn. Do not combat Mercenaries yet, if you can't find enough Spellslingers settle for Castle Guards. If you found some attack boosters you are able to oneshot the rest of the level 1s, which can help clearing out hallways or avoid level 2 Mercenaries if you have nothing else. In the early game always try to fight same level Castle Guards and before the levelup take out a Spellslinger.&lt;br /&gt;
&lt;br /&gt;
Weakening is bad because even a few levels can make you need to hit the enemy 1 more times, which hurts more than some doses of corrosion and also results in you taking more debuffs. It hinders you in opening the trapped chests too. Only start taking points of weakening once you obtained your first Fortitude Tonic and your corrosion level is getting out of hand. The fact that Burn Salve potions are locked in weaker trapped chests is another reason to favor getting corroded.&lt;br /&gt;
Sometimes you will want to fight a Mercenary just because it blocks your path. But remember, if you can overlevel it you could 1 shot it later. Any time your current selection of monsters is awful, you can make some xp by slaying popcorn or later by using IMAWAL. When you know your last kill is going to be a Spellslinger, you might as well kill some other weaker Spellslingers too.&lt;br /&gt;
&lt;br /&gt;
As you progress in the dungeon look for the chests with the glyphs. [[GETINDARE]] will let you take 1 less hit from enemies so you build up corrosion/weakening slower. [[IMAWAL]] provides bonus xp to ease leveling and reduce the number of monsters you have to kill. Petrify anything over level 6 and Spellslingers of level 1-2. Be careful not to block yourself.&lt;br /&gt;
Of all the glyphs [[ENDISWAL]] is the most important. It will open up corridors, stack resistances to let you open high level chests sooner, and is essential for the bossfight! It even helps you use IMAWAL more freely.&lt;br /&gt;
By the time you get [[BURNDAYRAZ]] you're already level 5-6 and ready to kill the boss. He has Retaliate:Fireball, so the best you can do with it is converting it for extra attack.&lt;br /&gt;
&lt;br /&gt;
The other half of the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two thirds of the monsters in this level have either the Weakening or Corrosive traits. Try to conserve one of each type until you move on to tackling Sillyname. Before you drink a Burn Salve, clear all the acid pools from the ground, so you don't step on them accidentally later.&lt;br /&gt;
&lt;br /&gt;
The level 7 chest has a Pendant of Health inside. Comes too late to be impactful, at least it boosts the healing power of your potions.&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches ~50 damage and finds ENDISWAL and GETINDARE, i.e. at around level 5. Use ENDISWAL to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat once or twice then deal the finishing  blow via GETINDARE. At level 5 it takes several potions and you will hit him 4 times total. Leveling up to reach 6 is great, because you only need 3 hits now, and only have to consume 2 manapotions to pull it off. You could kill Sillyname within 2 hits as well (so no potion has to be drank), but that takes reaching level 8 and killing a lot more monsters. These all assume you have 0 stacks of Weakening, picked up all the boosters and converted the useless glyphs before bossfight.&lt;br /&gt;
&lt;br /&gt;
The boss drops a special item called {{i|Fabulous Treasure}} which is lockerable. Don't forget to pick it up! It costs 99 gold, meaning that if you prep it in a run and transmute it you will have 99 more gold to play with.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&amp;diff=47453</id>
		<title>User talk:Darvin</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&amp;diff=47453"/>
				<updated>2015-01-22T15:11:56Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you think any article needs work, you can leave me a message here and I'll put a little time to fixing it up. --[[User:Darvin|Darvin]] 13:11, 24 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
If you wouldnt mind the alpha article on ranked needs majorly upgraded&lt;br /&gt;
&lt;br /&gt;
did that solve it -- [[User:Zaratustra|Zaratustra]] 16:22, 7 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
looks good now; keep up the good work -[[User:Darvin|Darvin]] 03:54, 8 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello Darvin, I see you recently redesigned some pages, for example Tinker Silver, quoting &amp;quot;Fixed page format to more prominently display image&amp;quot;, moving the screenshot up within the text and adding the MainNav. I do not question whether these edits are improvements, although I deliberately designed the page the way I did, because 1) I consider the text to be more important (and the map really just secondary), I myself prefer to read dungeon pages without the map &amp;quot;intruding&amp;quot; into the text; and 2) I though the logic was, include MainNav only on those pages that have their mention on the MainNav itself - all other pages should just link back to the main page mentioned on the MainNav. So Dungeons, each having their own entry, should include MainNav; but only the Class Challenges page (directly referenced in MainNav) should have the MainNav, the individual subpages shouldn't. What do you think about these? Is there any accepted convention governing these? [[User:Tinker|Tinker]] 08:58, 29 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't add the MainNav to these pages; that was there before my edits.  Whether you want to keep it on this page is up to you; you're right that these pages aren't strictly associated with MainNav, but on the other hand they are very similar to dungeons so keeping a similar formatting may make sense.  I'm fine with either way so long as we're being consistent, placing it on every class challenge page or none of them.  As for the map, by using the &amp;quot;frame&amp;quot; formatting the text and image appear side-by-side.  The idea is to have both the text and visual descriptions of the dungeon side-by-side and prominently displayed at the top of the page.  In addition, this makes better vertical use of space on the page.  --[[User:Darvin|Darvin]] 16:14, 29 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi Darvin&lt;br /&gt;
&lt;br /&gt;
Can I ask your help in updating the image of the Thief Gold Challenge? I uploaded a newer, edited version, but no matter what I do, the page shows the older one as if I reuploaded the same thing without changing it. -[[User:Astral|Astral]]&lt;br /&gt;
&lt;br /&gt;
Nvm, the issue seems to have fixed itself. Do we need to wait some time (in this case a day) after updating an image to see the result?&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47452</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47452"/>
				<updated>2015-01-22T15:05:33Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: Rewrote most of the strategy, deleted outdated infos, added and image. Sorry Tinker for deleting your part too, but I did include most of the things you mentioned at various parts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are mostly helpful for surviving this dungeon.&lt;br /&gt;
&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 2''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 4''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 6''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 8''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait Retaliate: Fireball. His low health is his weakness though, he could be killed with physical attacks as soon as level 5.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The most important thing in this dungeon is to never fight higher level monsters. The balanced Dagger rewards same level kills with +3 xp, so fighting 1 level higher monsters is pointless and makes you lose out on 1 xp, while 2 level higher ones would be too resource intensive and plague you with even more debuffs. Your only goal in the dungeon is to reach level 5-6 where you can already kill Sillyname with ENDISWAL and GETINDARE. Fighting anything stronger or reaching higher levels is entirely pointless. The BURNDAYRAZ glyph is just a red herring too - totally unneeded for the map.&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors, but the starting location usually branches out a little to give you options in choosing your targets and to let you pick up some boosters. Otherwise exploration is limited, due to monster density. &lt;br /&gt;
If you can reach the level 1 trapped chest(contains [[GETINDARE]]), it's great, but you won't really need it before the bossfight.&lt;br /&gt;
&lt;br /&gt;
Start out by killing 2 level 1 Spellslingers. The level up will cure your poison and manaburn. Do not combat Mercenaries yet, if you can't find enough Spellslingers settle for Castle Guards. If you found some attack boosters you are able to oneshot the rest of the level 1s, which can help clearing out hallways or avoid level 2 Mercenaries if you have nothing else. In the early game always try to fight same level Castle Guards and before the levelup take out a Spellslinger.&lt;br /&gt;
&lt;br /&gt;
Weakening is bad because even a few levels can make you need to hit the enemy 1 more times, which hurts more than some doses of corrosion and also results in you taking more debuffs. It hinders you in opening the trapped chests too. Only start taking points of weakening once you obtained your first Fortitude Tonic and your corrosion level is getting out of hand. The fact that Burn Salve potions are locked in weaker trapped chests is another reason to favor getting corroded.&lt;br /&gt;
Sometimes you will want to fight a Mercenary just because it blocks your path. But remember, if you can overlevel it you could 1 shot it later. Any time your current selection of monsters is awful, you can make some xp by slaying popcorn or later by using IMAWAL. When you know your last kill is going to be a Spellslinger, you might as well kill some other weaker Spellslingers too.&lt;br /&gt;
&lt;br /&gt;
As you progress in the dungeon look for the chests with the glyphs. [[GETINDARE]] will let you take 1 less hit from enemies so you build up corrosion/weakening slower. [[IMAWAL]] provides bonus xp to ease leveling and reduce the number of monsters you have to kill. Petrify anything over level 6 and Spellslingers of level 1-2. Be careful not to block yourself.&lt;br /&gt;
Of all the glyphs [[ENDISWAL]] is the most important. It will open up corridors, stack resistances to let you open high level chests sooner, and is essential for the bossfight! It even helps you use IMAWAL more freely.&lt;br /&gt;
By the time you get [[BURNDAYRAZ]] you're already level 5-6 and ready to kill the boss. He has Retaliate:Fireball, so the best you can do with it is converting it for extra attack.&lt;br /&gt;
&lt;br /&gt;
The other half the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two thirds of the monsters in this level have either the Weakening or Corrosive traits. Try to conserve one of each type until you move on to tackling Sillyname. Before you drink a Burn Salve, clear all the acid pools from the ground, so you don't step on them accidentally later.&lt;br /&gt;
&lt;br /&gt;
The level 7 chest has a Pendant of Health inside. Comes too late to be impactful, at least it boosts the healing power of your potions.&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches ~50 damage and finds ENDISWAL and GETINDARE, i.e. at around level 5. Use ENDISWAL to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat once or twice then deal the finishing  blow via GETINDARE. At level 5 it takes several potions and you will hit him 4 times total. Leveling up to reach 6 is great, because you only need 3 hits now, and only have to consume 2 manapotions to pull it off. You could kill Sillyname within 2 hits as well (so no potion has to be drank), but that takes reaching level 8 and killing a lot more monsters. These all assume you have 0 stacks of Weakening, picked up all the boosters and converted the useless glyphs before bossfight.&lt;br /&gt;
&lt;br /&gt;
The boss drops a special item called {{i|Fabulous Treasure}} which is lockerable. Don't forget to pick it up! It costs 99 gold, meaning that if you prep it in a run and transmute it you will have 99 more gold to play with.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&amp;diff=47451</id>
		<title>User talk:Darvin</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&amp;diff=47451"/>
				<updated>2015-01-21T23:53:36Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you think any article needs work, you can leave me a message here and I'll put a little time to fixing it up. --[[User:Darvin|Darvin]] 13:11, 24 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
If you wouldnt mind the alpha article on ranked needs majorly upgraded&lt;br /&gt;
&lt;br /&gt;
did that solve it -- [[User:Zaratustra|Zaratustra]] 16:22, 7 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
looks good now; keep up the good work -[[User:Darvin|Darvin]] 03:54, 8 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello Darvin, I see you recently redesigned some pages, for example Tinker Silver, quoting &amp;quot;Fixed page format to more prominently display image&amp;quot;, moving the screenshot up within the text and adding the MainNav. I do not question whether these edits are improvements, although I deliberately designed the page the way I did, because 1) I consider the text to be more important (and the map really just secondary), I myself prefer to read dungeon pages without the map &amp;quot;intruding&amp;quot; into the text; and 2) I though the logic was, include MainNav only on those pages that have their mention on the MainNav itself - all other pages should just link back to the main page mentioned on the MainNav. So Dungeons, each having their own entry, should include MainNav; but only the Class Challenges page (directly referenced in MainNav) should have the MainNav, the individual subpages shouldn't. What do you think about these? Is there any accepted convention governing these? [[User:Tinker|Tinker]] 08:58, 29 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't add the MainNav to these pages; that was there before my edits.  Whether you want to keep it on this page is up to you; you're right that these pages aren't strictly associated with MainNav, but on the other hand they are very similar to dungeons so keeping a similar formatting may make sense.  I'm fine with either way so long as we're being consistent, placing it on every class challenge page or none of them.  As for the map, by using the &amp;quot;frame&amp;quot; formatting the text and image appear side-by-side.  The idea is to have both the text and visual descriptions of the dungeon side-by-side and prominently displayed at the top of the page.  In addition, this makes better vertical use of space on the page.  --[[User:Darvin|Darvin]] 16:14, 29 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi Darvin&lt;br /&gt;
&lt;br /&gt;
Can I ask your help in updating the image of the Thief Gold Challenge? I uploaded a newer, edited version, but no matter what I do, the page shows the older one as if I reuploaded the same thing without changing it. -[[User:Astral|Astral]]&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47449</id>
		<title>File:Thief Gold.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47449"/>
				<updated>2015-01-21T23:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: uploaded a new version of &amp;amp;quot;File:Thief Gold.PNG&amp;amp;quot;: Reverted to version as of 23:34, 21 January 2015&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47448</id>
		<title>File:Thief Gold.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47448"/>
				<updated>2015-01-21T23:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: uploaded a new version of &amp;amp;quot;File:Thief Gold.PNG&amp;amp;quot;: Something malfunctioned on my previous try :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47447</id>
		<title>File:Thief Gold.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Thief_Gold.PNG&amp;diff=47447"/>
				<updated>2015-01-21T23:34:35Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: uploaded a new version of &amp;amp;quot;File:Thief Gold.PNG&amp;amp;quot;: Using some shady editomancy I gave the dungeon and adventurer some more life.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=47432</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=47432"/>
				<updated>2015-01-20T23:42:20Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* In-dungeon Items */  found one of Zaratustra's 'lost' images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In-dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slaying Wand.png]]&lt;br /&gt;
|{{va|Slaying Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| [[Blacksmith]] level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| [[Blacksmith]] level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| [[Blacksmith]] level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| Quest: [[Quest#Double Take|Double Take]]&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Dragon Soul.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| Quest: [[Quest#Ice and Fury|Ice and Fury]]&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold&lt;br /&gt;
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item&lt;br /&gt;
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| Quest: [[Quest#Minecraft|Minecraft]]&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Hero's Helm.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| Quest: [[Quest#Confidence|Confidence]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 damage reduction per character level; your attacks are slowed&lt;br /&gt;
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 3 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 18&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shop (Elite) or the [[Graveyard]] subdungeon&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shop (Elite) or the [[Brandonnn]] subdungeon&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Every visible enemy has their max health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist's Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: [[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: [[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and icreases health and mana potion effectivness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: [[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the [[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Ward.png‎]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]].&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Mass09 Ledger}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blade of Yin.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Draco's Heart.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
| +3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
| [[Subdungeon]]: Draco&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
| ???&lt;br /&gt;
| [[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
| 20% phys resist&lt;br /&gt;
| [[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
| Preparation: Thieves Den&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|&amp;quot;{{va|Penance}}&amp;quot;&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|&amp;quot;{{va|Forlorn}}&amp;quot;&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Scrolls ==&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) when used&lt;br /&gt;
| Always available&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) when used&lt;br /&gt;
| Always Available&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude Potion}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
| [[Witch]] level 3, or found inside the [[Metal Spider Temple]] subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unlisted Items ==&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +1 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Avatar Symbol (Outdated).png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Avatar Symbol (Outdated)}}&lt;br /&gt;
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conversion Fodder ==&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=47430</id>
		<title>Halls of Steel</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=47430"/>
				<updated>2015-01-20T23:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: updated a pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halls_of_steel.png|right|450px]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a Hard difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. The boss is an elite version of Animated Armor with awful stats, but has 20 levels of death protection. This is the only dungeon where the Orb of Lusory [[File:Orb_of_lusory.png]] spawns. It is unlocked by completing [[Creeplight Ruins]]. For the Vicious version see [[Vicious Steel]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Hard Mode ===&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
&lt;br /&gt;
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=190|attack=62|other=[[File:Death_protection.png|link=Death Protection]] (10) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
'''Special Rules:''' The Orb of Lusory spawns here: it is an item that grants 50% magic resistance. It can be destroyed to get rid of all illusions.&lt;br /&gt;
&lt;br /&gt;
=== Vicious Mode ===&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
&lt;br /&gt;
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Berserker, Bloodmage, Monk(not), Paladin, Sorcerer, Transmuter&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
This boss has a considerable amount of staying power, so it is recommended you play a class that lasts long. The 4 main classes are Bloodmages, because of the considerable amount of fireballs you can throw, Monks, because their resistances and their considerable [[regen-fighting]] capabilities, Paladins, because HALPMEH and resistances are a great counteraction to low damage, and Sorcerers, because the mana shield takes out an additional layer of death protection. Also, make sure not to incur any weakening and lower resist, if it matters.&lt;br /&gt;
&lt;br /&gt;
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can regen fight monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.&lt;br /&gt;
&lt;br /&gt;
If you are playing a monk, you should be regen fighting sorcerers and wraiths a few levels above you. You shouldn't do this too much because you need to save enough tiles to out regen the boss. Use taurog, and avoid weakening or lower resists. When you reach the boss begin fighting until you cannot, then reveal tiles till your hp is above 31. Once your hp is high enough, assuming you deal enough damage, you should be able to take off another layer of death protection. Use your Unstoppable Fury and health potions to try to outlast him once you run out of tiles.&lt;br /&gt;
&lt;br /&gt;
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss.&lt;br /&gt;
&lt;br /&gt;
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.&lt;br /&gt;
&lt;br /&gt;
the second class that is good for this is the sorcerer because he has his mana-shield which effectively allows you to take out two death protections for the price of one. I Have found that indominatable is quite easy with the right preparations the trouble comes when you face blahblah he has so much health and I have burned so much already I usually can only take him down to 300, but I do have a tendancy towards godlessness.&lt;br /&gt;
&lt;br /&gt;
Note: (the monk has no base magic resist and both bosses use magic so most of this is useless)~Loop Dragonblade&lt;br /&gt;
The Indomitable is the boss that takes the most hits out of any in the game. Not only that, but he has okay damage too! You need a character with EXTREME staying power. The only two characters that provide this are the monk and the paladin. You must avoid steel golems and illusions at all cost, because their lower resist or weakening could be the difference between victory and defeat. Mana burn can be crippling, so you may want to avoid wraiths too. Animated armors are to be avoided, unless you can take off a death protection and you were going to explore anyways, because they expend your precious tiles. Unfortunately, this leaves only sorcerers which will be the main targets in this dungeon. At all costs, avoid exploring if you can!&lt;br /&gt;
&lt;br /&gt;
If you choose to play a monk, you need a HALPMEH glyph. Since most of The Indomitable's staying power comes from death protections, you don't need very high damage. You do need to have damage that you can still take off a death protection after you regenerate above 36 hp. When you fight the boss, you are going to need a colossal amount of tiles, so explore extremely sparingly. When fighting the boss, whenever you can't take a shot, regenerate to just above 36, he will regenerate to 31 or 21, and if you do enough damage you should take off a death protection anyways. Finally, when you run out of tiles, start using potions, or god boons like protection, to elongate your staying power as long as possible.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close.&lt;br /&gt;
&lt;br /&gt;
One strategy which works surprisingly well is the transmuter. The transmuter works surprisingly well, because not only does he have unlimited spells as long as there are walls. Also, if you find PISORF or another form of knockback it takes of an additional layer of death protection. Also, because of the transmuter's ability to gain mana from walls PISORF costs no mana, so it removes a layer of death protection for free.&lt;br /&gt;
&lt;br /&gt;
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
The only quest in the Halls of Steel is The Dancing Blades which grants 250 gold when you win the dungeon.&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Razor blade Smile&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=47429</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=47429"/>
				<updated>2015-01-20T23:06:08Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* In-dungeon Items */ added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In-dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slaying Wand.png]]&lt;br /&gt;
|{{va|Slaying Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| [[Blacksmith]] level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| [[Blacksmith]] level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| [[Blacksmith]] level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| Shop (basic)&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| Quest: [[Quest#Double Take|Double Take]]&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Dragon Soul.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| Quest: [[Quest#Ice and Fury|Ice and Fury]]&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold&lt;br /&gt;
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item&lt;br /&gt;
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| Quest: [[Quest#Minecraft|Minecraft]]&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Hero's Helm.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| Quest: [[Quest#Confidence|Confidence]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 damage reduction per character level; your attacks are slowed&lt;br /&gt;
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 3 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 18&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shop (Elite) or the [[Graveyard]] subdungeon&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shop (Elite) or the [[Brandonnn]] subdungeon&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Every visible enemy has their max health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist's Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: [[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: [[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and icreases health and mana potion effectivness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: [[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the [[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgward.png]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]].&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Mass09 Ledger}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blade of Yin.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Draco's Heart.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
| +3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
| [[Subdungeon]]: Draco&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
| ???&lt;br /&gt;
| [[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
| 20% phys resist&lt;br /&gt;
| [[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
| Preparation: Thieves Den&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|&amp;quot;{{va|Penance}}&amp;quot;&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|&amp;quot;{{va|Forlorn}}&amp;quot;&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Scrolls ==&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) when used&lt;br /&gt;
| Always available&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) when used&lt;br /&gt;
| Always Available&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude Potion}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
| [[Witch]] level 3, or found inside the [[Metal Spider Temple]] subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unlisted Items ==&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +1 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Avatar Symbol (Outdated).png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Avatar Symbol (Outdated)}}&lt;br /&gt;
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conversion Fodder ==&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Orb_of_lusory.png&amp;diff=47428</id>
		<title>File:Orb of lusory.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Orb_of_lusory.png&amp;diff=47428"/>
				<updated>2015-01-20T22:59:09Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47426</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47426"/>
				<updated>2015-01-20T22:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */  fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement the highest level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd, so maybe keeping him on the gore is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You often start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you.&lt;br /&gt;
&lt;br /&gt;
Open the level 1 chest and take LEMMISI. Casting it a few times will reveal important points on the map (boosters, chests, monsters, or one of the level 2 guys you want to kill), when you want to reach one of those, swap places with a nearby guard using WEYTWUT. It saves a lot of blackspace compared to going one direction and reveling all the tiles in your path. When you teleport to a new location make sure you place the guard where it doesn't block your path anymore. You don't have to worry about getting trapped, since with your LEMMISI you can always restore some mana to cast another WEYTWUT and escape.&lt;br /&gt;
&lt;br /&gt;
As you move and teleport around the map pick up attack and health boosters. Mana boosters are unimportant yet, no need to explore tiles for recovering them, same goes for trapped chests. Get to a level 2 guard, place him where you won't heal him accidentally by a finishing WEYTWUT and kill him using up a health potion. It's important to slow him with WEYTWUT so you level up and don't have to spend more potions.&lt;br /&gt;
&lt;br /&gt;
Continue by killing 1 level higher foes and make sure to get a lot of bonus experience with WEYTWUT, and after you get it IMAWAL too.&lt;br /&gt;
Petrify level 9 guards, you have plenty of them and you don't want to kill more than 1 or 2. The kills will be easy and rewarding, so you will level without problems and won't have to use potions. After a few levels you can ditch WEYTWUT in favor of GETINDARE, you will benefit enough from IMAWAL to not need +1 xp for the cost of 8 mana. But make sure to break the level 5 chest before you convert it, to avoid getting cornered. You are safe to convert LEMMISI by this point too for extra damage.&lt;br /&gt;
&lt;br /&gt;
At level 6 you will be able to crack the chest containing BURNDAYRAZ. This will let you effortlessly gain 2 level higher kills with a hit-fireball-fireball-explore 1 tile-gettindare scheme. If you fireball first you miss out on the stabber bonus. In regular dungeons it would be a bad idea to kill too many monsters and reaching high levels before the boss fight, but not here. There are only a few monsters who can be turned into popcorn anyways, and reaching level 9 with a a level catapult set up is fairly easy here.&lt;br /&gt;
&lt;br /&gt;
Before the bossfight try opening all the chests, and don't forget to convert unneeded glyphs. If you will reach level 10 don't bother stacking up stone skins, you will be stronger than your boss and will be even able to regenfight it with your remaining blackspace. Between the levelup and regenfighting it's very likely you'll win without needing to drink a potion. If you don't want to regenfight, you will still easily win with only a few potions thanks to your high stats.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Gnome&amp;diff=47425</id>
		<title>Talk:Gnome</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Gnome&amp;diff=47425"/>
				<updated>2015-01-20T20:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: Created page with &amp;quot;In the recommended classes section there is the Gnome Assassin, but I can't see how that is a special combination worth mentioning. I'm reluctant to remove it though, in case it ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the recommended classes section there is the Gnome Assassin, but I can't see how that is a special combination worth mentioning.&lt;br /&gt;
I'm reluctant to remove it though, in case it is synergistic and I'm just missing the point.&lt;br /&gt;
&lt;br /&gt;
Can anyone clue me in? Or is it just some outdated info?&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47424</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47424"/>
				<updated>2015-01-20T20:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: Added chest contents, changed monster infos. Sorry for not giving summaries before. I removed outdated infos (like poison antics), fixed typos mostly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are mostly helpful for surviving this dungeon.&lt;br /&gt;
&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 2''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 4''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 6''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 8''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait Retaliate: Fireball. &lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
It is quite possible that you will be boxed in as this dungeon starts. If so, restart and save yourself the indignity of the game over screen. You're going to be seeing it enough as-is. &lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors. Exploration is very limited, due to monster density. &lt;br /&gt;
&lt;br /&gt;
The level 1 trapped chest contains [[GETINDARE]]. This dungeon will be very difficult to win if you cannot acquire this early. As the layout is completely randomized, you cannot count on any of the trapped chests being accessible to you before the very end. You're going to die a lot. &lt;br /&gt;
&lt;br /&gt;
About half the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two thirds of the monsters in this level have either the Weakening or Corrosive traits. Try to conserve at least one of each type until you move on to tackling Sillyname. &lt;br /&gt;
&lt;br /&gt;
The other three chests contain the [[IMAWAL]], [[ENDISWAL]], and [[BURNDAYRAZ]] glyphs. IMAWAL will be essential, as you will need to have the highest level that you can manage to take on Sillyname. BURNDAYRAZ is only present in the level 9 trapped chest, so don't count on having it before the clean-up phase. &lt;br /&gt;
&lt;br /&gt;
As you have the Balanced Dagger, it makes sense to focus killing opponents that are your level. You gain nothing by killing opponents that are one level higher (actually, you lose out on 1 bonus XP if you do so), and you will not generally have a reasonable chance to kill anything that is 2 or more levels higher than you are (except maybe occasionally, in very mana-intense ways, by chaining GETINDARE and/or ENDISWAL). Until you have ENDISWAL, try to focus on getting rid of opponents who are blocking passageways. Once you get ENDISWAL you can do a bit of digging, and get around some of the tougher foes. It is recommended to use one each of the Fortitude tonic and/or Burn salve about mid-way through the level, when you start to feel the crippling effects of Weakness (and/or Corrosion). After this, focus on one type of enemy (Mercenaries or Guards) to kill them all; then remove their corresponding condition and proceed to finish the other type (before drinking the burn salve, you may wipe the floor to avoid accidentally stepping in acid later on). Kill as many Spellslingers as you can just before level-up to wipe the Poison and Mana Burn. You may leave a couple of high-level monsters untouched, if they are impossible to defeat or would require too many resources. As long as you can get to level 7 or 8, the boss should be killable.&lt;br /&gt;
&lt;br /&gt;
Sillyname isn't a very tough boss by himself, but is much more difficult when one considers how annoying his retainers are. It would take 4 level 10 fireballs to kill him, which would require being able to take 240 damage in return (note: he has Retailate: Fireball). By leveraging the fact that he doesn't have First Strike and you are guaranteed to have GETINDARE, combined with the Thief's ability with potions, it may be possible to kill Sillyname with relative ease. That would require, however, having retained all health and mana potions for the boss fight and having only a few stacks of Corrosion and Weakening on your character. Possible, but it's going to be a tight run. &lt;br /&gt;
&lt;br /&gt;
(Note: Have not beaten yet. will flesh out more when done so.)&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches 50+ attack and 100+ health, i.e. at roughly level 7. Use ENDISWAL to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat, then deal the finishing third blow via GETINDARE.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47423</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=47423"/>
				<updated>2015-01-20T19:11:04Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Monsters Present */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are invaluable for surviving this dungeon. &lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait Retaliate: Fireball. &lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
It is quite possible that you will be boxed in as this dungeon starts. If so, restart and save yourself the indignity of the game over screen. You're going to be seeing it enough as-is. &lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors. Exploration is very limited, due to monster density. &lt;br /&gt;
&lt;br /&gt;
The level 1 trapped chest contains [[GETINDARE]]. This dungeon will be very difficult to win if you cannot acquire this early. As the layout is completely randomized, you cannot count on any of the trapped chests being accessible to you before the very end. You're going to die a lot. &lt;br /&gt;
&lt;br /&gt;
About half the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two thirds of the monsters in this level have either the Weakening or Corrosive traits. Try to conserve at least one of each type until you move on to tackling Sillyname. &lt;br /&gt;
&lt;br /&gt;
The other three chests contain the [[IMAWAL]], [[ENDISWAL]], and [[BURNDAYRAZ]] glyphs. IMAWAL will be essential, as you will need to have the highest level that you can manage to take on Sillyname. BURNDAYRAZ is only present in the level 9 trapped chest, so don't count on having it before the clean-up phase. &lt;br /&gt;
&lt;br /&gt;
As you have the Balanced Dagger, it makes sense to focus killing opponents that are your level. You gain nothing by killing opponents that are one level higher (actually, you lose out on 1 bonus XP if you do so), and you will not generally have a reasonable chance to kill anything that is 2 or more levels higher than you are (except maybe occasionally, in very mana-intense ways, by chaining GETINDARE and/or ENDISWAL). Until you have ENDISWAL, try to focus on getting rid of opponents who are blocking passageways. Once you get ENDISWAL you can do a bit of digging, and get around some of the tougher foes. It is recommended to use one each of the Fortitude tonic and/or Burn salve about mid-way through the level, when you start to feel the crippling effects of Weakness (and/or Corrosion). After this, focus on one type of enemy (Mercenaries or Guards) to kill them all; then remove their corresponding condition and proceed to finish the other type (before drinking the burn salve, you may wipe the floor to avoid accidentally stepping in acid later on). Kill as many Spellslingers as you can just before level-up to wipe the Poison and Mana Burn. You may leave a couple of high-level monsters untouched, if they are impossible to defeat or would require too many resources. As long as you can get to level 7 or 8, the boss should be killable.&lt;br /&gt;
&lt;br /&gt;
Sillyname isn't a very tough boss by himself, but is much more difficult when one considers how annoying his retainers are. It would take 4 level 10 fireballs to kill him, which would require being able to take 240 damage in return (note: he has Retailate: Fireball). By leveraging the fact that he doesn't have First Strike and you are guaranteed to have GETINDARE, combined with the Thief's ability with potions, it may be possible to kill Sillyname with relative ease. That would require, however, having retained all health and mana potions for the boss fight and having only a few stacks of Corrosion and Weakening on your character. Possible, but it's going to be a tight run. &lt;br /&gt;
&lt;br /&gt;
(Note: Have not beaten yet. will flesh out more when done so.)&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches 50+ attack and 100+ health, i.e. at roughly level 7. Use ENDISWAL to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat, then deal the finishing third blow via GETINDARE.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47422</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47422"/>
				<updated>2015-01-20T18:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* The Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement the highest level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd, so maybe keeping him on the gore is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You often start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you. Open the level 1 chest and take LEMMISI.&lt;br /&gt;
&lt;br /&gt;
Casting it a few times will reveal important points on the map (boosters, chests, monsters, or one of the level 2 guys you want to kill), when you want to reach one of those, swap places with a nearby guard using WEYTWUT. It saves a lot of blackspace compared to going one direction and reveling all the tiles in your path. When you teleport to a new location make sure you place the guard where it doesn't block your path anymore. You don't have to worry about getting trapped, since with your LEMMISI you can always restore some mana to cast another WEYTWUT and escape.&lt;br /&gt;
&lt;br /&gt;
As you move and teleport around the map pick up attack and health boosters. Mana boosters are unimportant yet, no need to explore tiles for recovering them, same goes for trapped chests. Get to a level 2 guard, place him where you won't heal him accidentally by a finishing WEYTWUT and kill him using up a health potion. It's important to slow him with WEYTWUT so you level up and don't have to spend more potions.&lt;br /&gt;
&lt;br /&gt;
Continue by killing 1 level higher foes and make sure to get a lot of bonus experience with WEYTWUT, and after you get it IMAWAL too.&lt;br /&gt;
Petrify level 9 guards, you have plenty of them and you don't want to kill more than 1 or 2. The kills will be easy and rewarding, so you will level without problems and won't have to use potions. After a few levels you can ditch WEYTWUT in favor of GETINDARE, you will benefit enough from IMAWAL to not need +1 xp for the cost of 8 mana. But make sure to break the level 5 chest before you convert it, to avoid getting cornered. You are safe to convert LEMMISI by this point too for extra damage.&lt;br /&gt;
&lt;br /&gt;
At level 6 you will be able to crack the chest containing BURNDAYRAZ. This will let you effortlessly gain 2 level higher kills with a hit-fireball-fireball-explore 1 tile-gettindare scheme. If you fireball first you miss out on the stabber bonus. In regular dungeons it would be a bad idea to kill too many monsters and reaching high levels before the boss fight, but not here. There are only a few monsters who can be turned into popcorn anyways, but reaching level 9 with a a level catapult is fairly easy here.&lt;br /&gt;
&lt;br /&gt;
Before the bossfight try opening all the chests, and don't forget to convert unneeded glyphs. If you will reach level 10 don't bother stacking up stone skins, you will be stronger than your boss and will be even able to regenfight it with your remaining blackspace. Between the levelup, and regenfighting it's very likely you'll win without needing to drink a potion. If you don't want to regenfight, you will still easily win with only a few potions thanks to your high stats.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47421</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47421"/>
				<updated>2015-01-20T18:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement the highest level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This is good, though, because if he had pumped up boss stats, this would be impossible. This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You often start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you. Open the level 1 chest and take LEMMISI.&lt;br /&gt;
&lt;br /&gt;
Casting it a few times will reveal important points on the map (boosters, chests, monsters, or one of the level 2 guys you want to kill), when you want to reach one of those, swap places with a nearby guard using WEYTWUT. It saves a lot of blackspace compared to going one direction and reveling all the tiles in your path. When you teleport to a new location make sure you place the guard where it doesn't block your path anymore. You don't have to worry about getting trapped, since with your LEMMISI you can always restore some mana to cast another WEYTWUT and escape.&lt;br /&gt;
&lt;br /&gt;
As you move and teleport around the map pick up attack and health boosters. Mana boosters are unimportant yet, no need to explore tiles for recovering them, same goes for trapped chests. Get to a level 2 guard, place him where you won't heal him accidentally by a finishing WEYTWUT and kill him using up a health potion. It's important to slow him with WEYTWUT so you level up and don't have to spend more potions.&lt;br /&gt;
&lt;br /&gt;
Continue by killing 1 level higher foes and make sure to get a lot of bonus experience with WEYTWUT, and after you get it IMAWAL too.&lt;br /&gt;
Petrify level 9 guards, you have plenty of them and you don't want to kill more than 1 or 2. The kills will be easy and rewarding, so you will level without problems and won't have to use potions. After a few levels you can ditch WEYTWUT in favor of GETINDARE, you will benefit enough from IMAWAL to not need +1 xp for the cost of 8 mana. But make sure to break the level 5 chest before you convert it, to avoid getting cornered. You are safe to convert LEMMISI by this point too for extra damage.&lt;br /&gt;
&lt;br /&gt;
At level 6 you will be able to crack the chest containing BURNDAYRAZ. This will let you effortlessly gain 2 level higher kills with a hit-fireball-fireball-explore 1 tile-gettindare scheme. If you fireball first you miss out on the stabber bonus. In regular dungeons it would be a bad idea to kill too many monsters and reaching high levels before the boss fight, but not here. There are only a few monsters who can be turned into popcorn anyways, but reaching level 9 with a a level catapult is fairly easy here.&lt;br /&gt;
&lt;br /&gt;
Before the bossfight try opening all the chests, and don't forget to convert unneeded glyphs. If you will reach level 10 don't bother stacking up stone skins, you will be stronger than your boss and will be even able to regenfight it with your remaining blackspace. Between the levelup, and regenfighting it's very likely you'll win without needing to drink a potion. If you don't want to regenfight, you will still easily win with only a few potions thanks to your high stats.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47420</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47420"/>
				<updated>2015-01-20T18:48:44Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement the highest level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This is good, though, because if he had pumped up boss stats, this would be impossible. This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Get ready to do this level over, and over, and over. The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You often start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you. Open the level 1 chest and take LEMMISI.&lt;br /&gt;
&lt;br /&gt;
Casting it a few times will reveal important points on the map (boosters, chests, monsters, or one of the level 2 guys you want to kill), when you want to reach one of those, swap places with a nearby guard using WEYTWUT. It saves a lot of blackspace compared to going one direction and reveling all the tiles in your path. When you teleport to a new location make sure you place the guard where it doesn't block your path anymore. You don't have to worry about getting trapped, since with your LEMMISI you can always restore some mana to cast another WEYTWUT and escape.&lt;br /&gt;
&lt;br /&gt;
As you move and teleport around the map pick up attack and health boosters. Mana boosters are unimportant yet, no need to explore tiles for recovering them, same goes for trapped chests. Get to a level 2 guard, place him where you won't heal him accidentally by a finishing WEYTWUT and kill him using up a health potion. It's important to slow him with WEYTWUT so you level up and don't have to spend more potions.&lt;br /&gt;
&lt;br /&gt;
Continue by killing 1 level higher foes and make sure to get a lot of bonus experience with WEYTWUT, and after you get it IMAWAL too.&lt;br /&gt;
Petrify level 9 guards, you have plenty of them and you don't want to kill more than 1 or 2. The kills will be easy and rewarding, so you will level without problems and won't have to use potions. After a few levels you can ditch WEYTWUT in favor of GETINDARE, you will benefit enough from IMAWAL to not need +1 xp for the cost of 8 mana. But make sure to break the level 5 chest before you convert it, to avoid getting cornered. You are safe to convert LEMMISI by this point too for extra damage.&lt;br /&gt;
&lt;br /&gt;
At level 6 you will be able to crack the chest containing BURNDAYRAZ. This will let you effortlessly gain 2 level higher kills with a hit-fireball-fireball-explore 1 tile-gettindare scheme. If you fireball first you miss out on the stabber bonus. In regular dungeons it would be a bad idea to kill too many monsters and reaching high levels before the boss fight, but not here. There are only a few monsters who can be turned into popcorn anyways, but reaching level 9 with a a level catapult is fairly easy here.&lt;br /&gt;
&lt;br /&gt;
Before the bossfight try opening all the chests, and don't forget to convert unneeded glyphs. If you will reach level 10 don't bother stacking up stone skins, you will be stronger than your boss and will be even able to regenfight it with your remaining blackspace. Between the levelup, and regenfighting it's very likely you'll win without needing to drink a potion. If you don't want to regenfight, you will still easily win with only a few potions thanks to your high stats.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47419</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47419"/>
				<updated>2015-01-20T17:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement the highest level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This is good, though, because if he had pumped up boss stats, this would be impossible. This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Get ready to do this level over, and over, and over. The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
LEMMISI is nearly useless, as you'll have to do a fair deal of exploring to acquire powerups initially (but hey, free conversion). WEYTWUT, on the other hand, is precious.&lt;br /&gt;
&lt;br /&gt;
You start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you. As you will initially be surrounded by guards that kill you in one hit, you will need to be very careful in where you teleport guards; you can easily trap yourself if you aren't paying attention. A good piece of advice is to use the fact that {{s|WEYTWUT}} has unlimited range to teleport guards into any corner or alcove that you uncover. No matter how far away the guard is, you can use WEYTWUT to switch places with him and move him out of the way.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47418</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=47418"/>
				<updated>2015-01-20T17:26:55Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This is good, though, because if he had pumped up boss stats, this would be impossible. This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Get ready to do this level over, and over, and over. The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
LEMMISI is nearly useless, as you'll have to do a fair deal of exploring to acquire powerups initially (but hey, free conversion). WEYTWUT, on the other hand, is precious.&lt;br /&gt;
&lt;br /&gt;
You start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you. As you will initially be surrounded by guards that kill you in one hit, you will need to be very careful in where you teleport guards; you can easily trap yourself if you aren't paying attention. A good piece of advice is to use the fact that {{s|WEYTWUT}} has unlimited range to teleport guards into any corner or alcove that you uncover. No matter how far away the guard is, you can use WEYTWUT to switch places with him and move him out of the way.&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gnome&amp;diff=47417</id>
		<title>Gnome</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gnome&amp;diff=47417"/>
				<updated>2015-01-20T17:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Gnome}}}&lt;br /&gt;
|Name=Gnome&lt;br /&gt;
|ShortHand=Gn&lt;br /&gt;
|ConversionCost=90&lt;br /&gt;
|ConversionEffect=1 {{i|Mana potion}}&lt;br /&gt;
|SuggestedClasses=Thief, Sorcerer, Warlord, Assassin, Bloodmage&lt;br /&gt;
|Unlock=[[The Gnomestead]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}The '''Gnome''' race is an excellent choice for spellcasters looking to &amp;quot;damage [[spike]]&amp;quot; the boss with a massive magical onslaught.  &lt;br /&gt;
&lt;br /&gt;
== Gnome vs. Elf ==&lt;br /&gt;
Both the Gnome and the Elf have racial specials that expand your effective Mana pool. The Elf gains +1 maximum Mana for every 70 Conversion Points; the Gnome gains a Mana Potion for every 90 Conversion Points. The Elf favors early conversions, that allow him to benefit multiple times from the slightly expanded Mana pool; on the other hand, the Gnome is quite fine to put off converting until the potions are actually needed, which is normally the boss fight. Generally, Elves offer more firepower during the dungeon, however Gnomes can have a stronger mana spike for the boss fight.&lt;br /&gt;
&lt;br /&gt;
The line between how an Elf and Gnome plays can become a bit more blurry if we consider that Elves can put off glyph conversions until the end to play similarly to a Gnome if they possess Mystera's Refreshment boon; and that Gnomes can use up a couple of potions during the game to gain one-time benefits (either building on synergies like Alchemist's Scroll, Trisword, Alchemist's Pact, Thief's Opportunist feature; or to gain a small Mana spike to kill a higher-level opponent or remove a particularly troubling mana burn).&lt;br /&gt;
&lt;br /&gt;
When playing a pure spellcaster, especially one worshipping Mystera, you will usually be at least slightly better off playing as an Elf; although if you prefer, you can also play as a Gnome without much hindrance. When playing a hybrid - or going for the Purist badge - Gnomes may outshine Elves because of their greater flexibility and comparative edge in the endgame.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The gnome's extra mana potions make him a formidable spellcaster, but unlike the elf he can't leverage it over the long-term.  Instead, a gnome can expend all his mana in one burst, which can be devastating to bosses.  To get the most out of your mana potions, you will need to find a way to raise your maximum MP. This makes things like the Extra Mana Boosters preparation, Mystera or the Amulet of Mana very useful. If you push your Mana to 15, then each potion will recover 6 Mana points; however, you need to push it to 18 to recover 7 Mana per potion, or to 20 in order to recover 8 Mana per potion. Boosting your max mana with JJ may not always increase your endgame spike potential, but a gnome should always take a couple of levels of mana boost, since the extra mana gained per potions outshines the potion cost. For them, the 4th mana boost is beneficial too, but the piety price is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
If you are only looking for endgame Mana spike potential, go with Mystera; if you want a more balanced approach, or you want to play as a hybrid, consider JJ.&lt;br /&gt;
&lt;br /&gt;
There are several classes and items that synergize well with an abundance of mana potions.  Items like the Trisword or Alchemist's Scroll, or classes like Warlord, Thief, or Bloodmage all make a great deal of sense for gnomes. Otherwise, due to his racial trait, the Gnome works best as a Hybrid or spellcaster, and will generally perform more poorly as a purely melee-oriented character.&lt;br /&gt;
&lt;br /&gt;
The best classes for gnomes are Warlords, Thieves, Assassins, Sorcerers, and Bloodmages. You may also consider a Gnome for any general spellcasting class like the Wizard, although the Gnome's main strength over the Elf - which is his Mana spike - is greatly diminished if you worship Mystera with your character; making the Elf a generally better choice for these classes.&lt;br /&gt;
&lt;br /&gt;
'''Warlord'''&lt;br /&gt;
The Warlord receives a temporary damage bonus every time he drinks a mana potion.  If there was ever an obvious class/race synergy, this is it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodmage'''&lt;br /&gt;
Bloodmages get a 2% bonus to Sanguine by drinking a mana potion. By boosting Sanguine to great levels with mana potions and Dracul's boons, Gnome Bloodmages can get Sanguine above 40% easily. By conserving blood pools, you can get yourself to full health several times over, enough to conquer just about any boss. Bloodmages also have the strongest mana potions, making raising max mana a top priority for caster builds.&lt;br /&gt;
&lt;br /&gt;
'''Thief'''&lt;br /&gt;
With the ability to gain a modicum of healing every time he uses a mana potion, the Thief gains additional benefit from playing as a gnome.&lt;br /&gt;
&lt;br /&gt;
'''Assassin'''&lt;br /&gt;
The assassin is a surprisingly effective spellcaster, and with a way to raise his maximum MP he can be a superb choice for a gnome.&lt;br /&gt;
&lt;br /&gt;
'''Sorcerer'''&lt;br /&gt;
The gnome desperately needs to find ways to increase his mana pool, and the Sorcerer class gets this for free as a class feature.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gnome&amp;diff=47416</id>
		<title>Gnome</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gnome&amp;diff=47416"/>
				<updated>2015-01-20T17:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Gnome}}}&lt;br /&gt;
|Name=Gnome&lt;br /&gt;
|ShortHand=Gn&lt;br /&gt;
|ConversionCost=90&lt;br /&gt;
|ConversionEffect=1 {{i|Mana potion}}&lt;br /&gt;
|SuggestedClasses=Thief, Sorcerer, Warlord, Assassin, Bloodmage&lt;br /&gt;
|Unlock=[[The Gnomestead]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}The '''Gnome''' race is an excellent choice for spellcasters looking to &amp;quot;damage [[spike]]&amp;quot; the boss with a massive magical onslaught.  &lt;br /&gt;
&lt;br /&gt;
== Gnome vs. Elf ==&lt;br /&gt;
Both the Gnome and the Elf have racial specials that expand your effective Mana pool. The Elf gains +1 maximum Mana for every 70 Conversion Points; the Gnome gains a Mana Potion for every 90 Conversion Points. The Elf favors early conversions, that allow him to benefit multiple times from the slightly expanded Mana pool; on the other hand, the Gnome is quite fine to put off converting until the potions are actually needed, which is normally the boss fight. Generally, Elves offer more firepower during the dungeon, however Gnomes can have a stronger mana spike for the boss fight.&lt;br /&gt;
&lt;br /&gt;
The line between how an Elf and Gnome plays can become a bit more blurry if we consider that Elves can put off glyph conversions until the end to play similarly to a Gnome if they possess Mystera's Refreshment boon; and that Gnomes can use up a couple of potions during the game to gain one-time benefits (either building on synergies like Alchemist's Scroll, Trisword, Alchemist's Pact, Thief's Opportunist feature; or to gain a small Mana spike to kill a higher-level opponent or remove a particularly troubling mana burn).&lt;br /&gt;
&lt;br /&gt;
When playing a pure spellcaster, especially one worshipping Mystera, you will usually be at least slightly better off playing as an Elf; although if you prefer, you can also play as a Gnome without much hindrance. When playing a hybrid - or going for the Purist badge - Gnomes may outshine Elves because of their greater flexibility and comparative edge in the endgame.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The gnome's extra mana potions make him a formidable spellcaster, but unlike the elf he can't leverage it over the long-term.  Instead, a gnome can expend all his mana in one burst, which can be devastating to bosses.  To get the most out of your mana potions, you will need to find a way to raise your maximum MP. This makes things like the Extra Mana Boosters preparation, Mystera or the Amulet of Mana very useful. If you push your Mana to 15, then each potion will recover 6 Mana points; however, you need to push it to 18 to recover 7 Mana per potion, or to 20 in order to recover 8 Mana per potion. Boosting your max mana with JJ may not always increase your endgame spike potential, but a gnome should always take a couple of levels of mana boost, since the extra mana gained per potions outshines the potion cost. For them, the 4th mana boost is beneficial too, but the piety price is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
If you are only looking for endgame Mana spike potential, go with Mystera; if you want a more balanced approach, or you want to play as a hybrid, consider JJ.&lt;br /&gt;
&lt;br /&gt;
There are several classes and items that synergize well with an abundance of mana potions.  Items like the Trisword or Alchemist's Scroll, or classes like Warlord, Thief, or Bloodmage all make a great deal of sense for gnomes. Otherwise, due to his racial trait, the Gnome works best as a Hybrid or spellcaster, and will generally perform more poorly as a purely melee-oriented character.&lt;br /&gt;
&lt;br /&gt;
The best classes for gnomes are Warlords, Thieves, Assassins, Sorcerers, and Bloodmages. You may also consider a Gnome for any general spellcasting class like the Wizard, although the Gnome's main strength over the Elf - which is his Mana spike - is greatly diminished if you worship Mystera with your character; making the Elf a generally better choice for these classes.&lt;br /&gt;
&lt;br /&gt;
'''Warlord'''&lt;br /&gt;
The Warlord receives a temporary damage bonus every time he drinks a mana potion.  If there was ever an obvious class/race synergy, this is it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodmage'''&lt;br /&gt;
Bloodmages get a 2% bonus to Sanguine by drinking a mana potion. By boosting Sanguine to great levels with mana potions and Dracul's boons, Gnome Bloodmages can get Sanguine above 40% easily. By conserving blood pools, you can get yourself to full health several times over, enough to conquer just about any boss. Bloodmages also have the strongest mana potions, making raising max man a top priority for caster builds.&lt;br /&gt;
&lt;br /&gt;
'''Thief'''&lt;br /&gt;
With the ability to gain a modicum of healing every time he uses a mana potion, the Thief gains additional benefit from playing as a gnome.&lt;br /&gt;
&lt;br /&gt;
'''Assassin'''&lt;br /&gt;
The assassin is a surprisingly effective spellcaster, and with a way to raise his maximum MP he can be a superb choice for a gnome.&lt;br /&gt;
&lt;br /&gt;
'''Sorcerer'''&lt;br /&gt;
The gnome desperately needs to find ways to increase his mana pool, and the Sorcerer class gets this for free as a class feature.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Elf&amp;diff=47415</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Elf&amp;diff=47415"/>
				<updated>2015-01-20T16:54:13Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Elf}}}&lt;br /&gt;
|Name=Elf&lt;br /&gt;
|ShortHand=El&lt;br /&gt;
|ConversionCost=70&lt;br /&gt;
|ConversionEffect=+1 Max Mana&lt;br /&gt;
|SuggestedClasses=Fighter, Wizard, Warlord, Assassin&lt;br /&gt;
|Unlock=[[Hippie Haven]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}The '''Elf''' race is one of the most versatile, able to repeatedly use expensive glyphs in elaborate combos, or just cast repeatable combat glyphs for quick &amp;quot;burst damage&amp;quot;.  By leveraging other bonuses, elves are unmatched spellcasters and are easily the best race for damage-spiking strategies.&lt;br /&gt;
&lt;br /&gt;
The biggest problem elves will have is filling their large mana pool.  Because they do not gain any bonus to mana regeneration, it takes them significantly longer to fully regain all their mana and elves are weaklings if their mana is low and they're out of room to explore.  However, any effect that causes you to regain a percentage or all of your mana (mana potions, schadenfreude potions, a level-up, or an appropriate boon) will disproportionately benefit the elf, and can allow them to sustain a prolonged damage bust.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Elves benefit enormously from the Schadenfreude Potion.  This item causes you to regenerate an amount of mana equal to the amount of damage you sustain when you are attacked.  High level monsters usually deal more than 50 damage, so the only limit is how high your max mana is.  By preparing a Schadenfreude potion and buying one in the dungeon, an Elf essentially gains two full restores on his mana pool.  This grants an elf an absolutely enormous amount of spellcasting power.&lt;br /&gt;
&lt;br /&gt;
When playing as a combat-oriented character class, elves will suffer due to their low damage output.  If playing as a class such as the {{c|Paladin}} or {{c|Warlord}}, Elves should try to find something that improves their damage output to compensate and keep up with what a {{r|Human}} or {{r|Orc}} can do.&lt;br /&gt;
&lt;br /&gt;
Elves make very strong Fighter, Warlords, Assassins, and Wizards.&lt;br /&gt;
&lt;br /&gt;
'''Warlord'''&lt;br /&gt;
The elf can easily push his max mana up to 20, allowing the Warlord to use CYDSTEPP twice.  With a little effort, an elf can reach 25 mana, which allows him to regenerate 10 MP every time he drinks a potion.  The convenient thresholds greatly increase the efficiency of the Warlord class.  By combining schadenfreude potions, mid-battle level-ups, and other benefits, it's entirely possible to get upwards of 15 death protections in a single battle.  Only bosses with the mana burn property or incredible amounts of endurance even stand a chance against a fully-equipped elf Warlord, and weaker monsters are easy prey to the Elf Warlord's damage burst.&lt;br /&gt;
&lt;br /&gt;
The weakness of an Elf Warlord is that his damage output will be much lower than you'd normally want from a physical-damage specialist.  Finding some way to increase his damage output is paramount to success. While Elf Warlords are less efficient than their Orc/Human counterparts, they make up for it with the added flexibility of being able to fireball targets.&lt;br /&gt;
&lt;br /&gt;
'''Fighter/Assassin'''&lt;br /&gt;
The massive mana pool the elf brings to the table means you gain an enormous amount of extra spellcasting power every time you level-up.  Using the SWIFT HANDS feature of the Assassin or the fast XP-gain of the fighter, you can obtain many level-ups throughout a boss battle to fully restore your mana and keep spellcasting.  &lt;br /&gt;
&lt;br /&gt;
'''Wizard'''&lt;br /&gt;
Combining a spell cost discount with a large mana pool means maximum spell power.  If you were looking for a license to go nuts with spellcasting, Elf Wizard is it.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes'''&lt;br /&gt;
The Elf is one of the more unique races in that he's not very dependent upon class features.  Simply using the BURNDAYRAZ glyph and leveraging an expanded mana pool is an approach that works well for any class except the {{c|Berserker}}, and enables the Elf to play entirely contrary to a class's normal strengths and weaknesses.  This makes the elf particularly effective for specific quests, such as the Complicated Task 6, which require you to play as a specific class while ''not'' using its primary class features.&lt;br /&gt;
&lt;br /&gt;
=== Deities ===&lt;br /&gt;
Elves work very well with {{g|Mystera Annur}}, whose boons allow the Elf to match the Gnome in mana spike. When worshipping her, even an {{ElBe}} can effectively play as a spellcaster. That said, Elves are versatile enough to work well with any deity, given the right class and strategy; for example, and {{ElWa}} or {{ElPa}} can also work well with Taurog.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Human&amp;diff=47414</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Human&amp;diff=47414"/>
				<updated>2015-01-20T16:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Human vs Orc Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Human}}}&lt;br /&gt;
|Name=Human&lt;br /&gt;
|ShortHand=Hu&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+10% Bonus Damage&lt;br /&gt;
|SuggestedClasses=Berserker, Monk, Sorcerer, Warlord&lt;br /&gt;
|Unlock=[[The Neighbourhood]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Human]] is the most well-rounded race. Pretty much any character class can make excellent use of attack bonus, and the benefits of attack bonus scale very well as you level up. Although the human is overshadowed by the [[Full:Orc (race)|Orc]] at lower levels, he shines at the higher levels.&lt;br /&gt;
&lt;br /&gt;
== Human vs Orc Comparison ==&lt;br /&gt;
The human's conversion provides attack bonus, while the orc's conversion bonus provides base damage.  Understanding the difference between these two is important to knowing when to use humans and when to use Orcs.&lt;br /&gt;
&lt;br /&gt;
Damage is calculated by multiplying base attack by attack bonus.  Attack bonus improves as you find attack boosters on the ground, while base attack improves every time you level up.  This means orcs tend to perform very well at low levels when your base attack is low and their conversion benefit is a relatively big deal.  Humans will slowly catch up to orcs as you level up, ultimately being stronger at higher levels when you're preparing for the boss fight.&lt;br /&gt;
&lt;br /&gt;
In general, it's ideal to balance some bonuses to base attack and attack bonus.  This generally produces the best overall attack damage.  There are more class benefits, power-ups, and items that improve your attack bonus than there are those that improve your base attack, which can make the orc more appealing in most dungeons.  However, if your class does not have an increase to attack bonus (such as the {{c|Paladin}}) then the human is more favourable.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The human conversion bonus isn't very significant at lower levels, so it's often worthwhile to keep utility glyphs in your inventory.  However, because their racial bonus is passive you can really benefit over the long-term from repeated conversions.  At higher-levels, the human matures into easily the best race for a brawling combatant, and damage above 100 per hit at level 10 is not uncommon.&lt;br /&gt;
&lt;br /&gt;
Because humans deal more damage per attack, they can often come out ahead of monsters when it comes to healing, allowing them to whittle down stronger foes just by repeatedly exploring to heal and then returning to fight.  This also makes them exceptional poison users.  Damage resistance is a great way to further leverage the benefits of a human, and glyphs that allow for an extra free attack are well worth your mana to use.&lt;br /&gt;
&lt;br /&gt;
Humans perform well for pretty much any class. The only classes they are not as good for are the Crusader and the Rogue, which prefer the Orc due to the fact that their attack bonus is already very high from their class features.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47413</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47413"/>
				<updated>2015-01-20T16:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes severely wasted resources. The second most important thing to understand is that '''everything''' is a resource. Inventory, mana, piety (you'll get to that) and gold are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;popcorn&amp;quot;), even your health is a resource to be managed! If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed. &lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Object of the Game ===&lt;br /&gt;
Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
As you know from the tutorial, killing monsters increases your experience, and killing higher-level monsters gives you experience. Accrue enough, and you level up! Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
#+10 max HP&lt;br /&gt;
#+5 basedamage&lt;br /&gt;
#A health + mana restore&lt;br /&gt;
#A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
The most critical part of this to understand is the health and mana restore, which is core to the most fundamental strategy in the game: the '''level-up catapult'''. To execute this strategy, you will need:&lt;br /&gt;
&lt;br /&gt;
#To be within a few XP of leveling up&lt;br /&gt;
#Have a high-level monster you can get within killing range, but are unable to kill without using potions&lt;br /&gt;
&lt;br /&gt;
The execution is simple. Fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster, giving you the ability to kill it! This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out. &lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
#In order to learn a spell after you've found it, you must double-click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your inventory.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
#Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
# Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Blood Mage (Mana Potion 60% effective).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
#New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
#If you find a glyph you're not going to use, drag it to the conversion box for 100 conversion points.&lt;br /&gt;
#If you find or buy an item you're not going to use, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
#If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
#Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
#You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
#Preparations are a large variety of things that help your adventurer. Anything from scouting altars, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
#Every adventurer has 6 inventory slots.&lt;br /&gt;
#Each slot can either hold one large item or 5 small items.&lt;br /&gt;
#Items like potions, charms and pendants are small space.&lt;br /&gt;
#Most items, including glyphs, are large space items&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
#[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
#Different actions can either gain or lose piety.&lt;br /&gt;
#Piety is used to purchase boons, which give the player good effects.&lt;br /&gt;
#If your piety goes below 0 you invoke the god's punishment.&lt;br /&gt;
#In extreme situations, you may want to desecrate another god's altar.&lt;br /&gt;
#Desecrating an altar grants some piety and pardon from the next three piety losses you would receive, but invokes the other god's punishment.&lt;br /&gt;
#Gods are unlocked by completing their subdungeon(s).&lt;br /&gt;
#Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
#The number of altars that appear in a dungeon depend on the number you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
#Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you usually need many or all of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
#When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
#Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
#With all of the gold you will be racking up in your vault, you upgrade your kingdom.&lt;br /&gt;
#There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
#You can gain a new class, and a monster.&lt;br /&gt;
#You can gain a new race.&lt;br /&gt;
#You can gain new preparations.&lt;br /&gt;
#See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
#One special type of preparation is the adventuring locker.&lt;br /&gt;
#If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
#If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
#Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47412</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47412"/>
				<updated>2015-01-20T16:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;Astral: /* Gaining Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes severely wasted resources. The second most important thing to understand is that '''everything''' is a resource. Inventory, mana, piety (you'll get to that) and gold are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;popcorn&amp;quot;), even your health is a resource to be managed! If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed. &lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Object of the Game ===&lt;br /&gt;
Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
As you know from the tutorial, killing monsters increases your experience, and killing higher-level monsters gives you experience. Accrue enough, and you level up! Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
#+10 max HP&lt;br /&gt;
#+5 basedamage&lt;br /&gt;
#A health + mana restore&lt;br /&gt;
#A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
The most critical part of this to understand is the health and mana restore, which is core to the most fundamental strategy in the game: the '''level-up catapult'''. To execute this strategy, you will need:&lt;br /&gt;
&lt;br /&gt;
#To be within a few XP of leveling up&lt;br /&gt;
#Have a high-level monster you can get within killing range, but are unable to kill without using potions&lt;br /&gt;
&lt;br /&gt;
The execution is simple. Fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster, giving you the ability to kill it! This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out. &lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
#In order to learn a spell after you've found it, you must double-click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your inventory.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
#Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
# Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Blood Mage (Mana Potion 60% effective).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
#New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
#If you find a glyph you're not going to use, drag it to the conversion box for 100 conversion points.&lt;br /&gt;
#If you find or buy an item you're not going to use, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
#If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
#Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
#You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
#Preparations are a large variety of things that help your adventurer. Anything from scouting altars, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
#Every adventurer has 6 inventory slots.&lt;br /&gt;
#Each slot can either hold one large item or 5 small items.&lt;br /&gt;
#Items like potions, charms and pendants are small space.&lt;br /&gt;
#Most items, including glyphs, are large space items&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
#[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
#Different actions can either gain or lose piety.&lt;br /&gt;
#Piety is used to purchase boons, which give the player good effects.&lt;br /&gt;
#If piety hits 0 or below, you invoke the god's punishment.&lt;br /&gt;
#In extreme situations, you may want to desecrate another god's altar.&lt;br /&gt;
#Desecrating an altar grants some piety and pardon from the next three piety losses you would receive, but invokes the other god's punishment.&lt;br /&gt;
#Gods are unlocked by completing their subdungeon(s).&lt;br /&gt;
#Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
#The number of altars that appear in a dungeon depend on the number you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
#Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you usually need many or all of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
#When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
#Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
#With all of the gold you will be racking up in your vault, you upgrade your kingdom.&lt;br /&gt;
#There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
#You can gain a new class, and a monster.&lt;br /&gt;
#You can gain a new race.&lt;br /&gt;
#You can gain new preparations.&lt;br /&gt;
#See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
#One special type of preparation is the adventuring locker.&lt;br /&gt;
#If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
#If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
#Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Astral</name></author>	</entry>

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