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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DarkDungeoneer1020</id>
		<title>DDwiki - User contributions [en]</title>
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		<updated>2026-04-30T13:11:36Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P._Streakbuilding&amp;diff=52383</id>
		<title>D.E.R.P. Streakbuilding</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P._Streakbuilding&amp;diff=52383"/>
				<updated>2016-02-21T16:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added a &amp;quot;g&amp;quot; to &amp;quot;lyphs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page details some good advice to improve your chances of building a nice D.E.R.P. win streak. While it is primarily intended to be used as a sub-page of the [[D.E.R.P.]] page, it contains general advice that can be also useful outside of the D.E.R.P.s.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. Scoring ==&lt;br /&gt;
&lt;br /&gt;
As the main sorting metrics of the D.E.R.P. overall leaderboard are based on &amp;quot;streaks&amp;quot;, i.e. number of days of consecutive D.E.R.P. wins, a lot of players strive to build a continuous winstreak. This can seem like a daunting undertaking at first, however dedicated (and lucky) players can reach as high as 100+ consecutive wins. Due to the randomness, some daily challenges are significantly more difficult than others; however, there are a lot of things each player can do to improve their chances of winning reliably.&lt;br /&gt;
&lt;br /&gt;
The Leaderboard displays the following three metrics for each player:&lt;br /&gt;
* Current win streak&lt;br /&gt;
* Best win streak&lt;br /&gt;
* Total wins&lt;br /&gt;
&lt;br /&gt;
In addition to these metrics, the Audit Zeppelin displays two more metrics (which are not visible to other players):&lt;br /&gt;
* Total Tries&lt;br /&gt;
* Win Ratio&lt;br /&gt;
&lt;br /&gt;
Note on scoring:&lt;br /&gt;
*If you win a D.E.R.P., your current win streak will increase by 1, your total wins and total tries will each increase by 1, and your win ratio will be recalculated. If you Current win streak surpasses your previous Best win streak, the latter will also increase. Note that killing all bosses and then retiring/dying/surrendering also counts as a win for leaderboard purposes (though you will not gain gold from the run).&lt;br /&gt;
*If you lose a D.E.R.P., your current win streak will re-set to zero, your total wins not increase, however your total tries will increase (and your win ratio will be recalculated). Note that when the day closes, any runs not reported complete (for example due to server connectivity or computer-crashing reasons) will be tallied as losses.&lt;br /&gt;
*If you do not play in a given D.E.R.P., your win streak will reset to zero just as if you had lost that particular daily; however, your Total Tries and Total Wins will not change, and neither will your Win Ratio.&lt;br /&gt;
&lt;br /&gt;
== Main Loss Causes ==&lt;br /&gt;
&lt;br /&gt;
There are many threats looking to end an unsuspecting adventurer's winstreak in the unforgiving world of Desktop Dungeons. Some of the most common causes:&lt;br /&gt;
1. Getting trapped behind walls/tough enemies&lt;br /&gt;
2. Running out of resources / not being able to tank a hit from the boss&lt;br /&gt;
3. Misclicking&lt;br /&gt;
4. Brainfreeze&lt;br /&gt;
5. Running out of food (Goatperson)&lt;br /&gt;
&lt;br /&gt;
Below follow some ideas on how to avoid each of the main loss types. Sometimes a certain preparation or strategy will be optimal to avoid one type of loss but may increase the likelihood of another; if your losses seem to belong to more or less the same group, it might make sense to prioritize the countermeasures against that loss type over the others.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding getting trapped ===&lt;br /&gt;
&lt;br /&gt;
Typical examples of getting trapped:&lt;br /&gt;
* Clogged starting area (some maps are more prone to this than others; Grimm's Grotto and Halls of Steel are almost always starting clogged, for example).&lt;br /&gt;
* Walls formed by Gorgon / IMAWAL&lt;br /&gt;
* Treacherous maps like Shifting Passages wall formations, Labyrinth's Rex&lt;br /&gt;
* The Earthmother's Plants blocking a path or covering a trophy or stair&lt;br /&gt;
&lt;br /&gt;
To reduce risk of getting trapped:&lt;br /&gt;
* Use/keep glyphs that can open up ways, or allow you to tap into unaccessible blackspace, like: ENDISWAL, PISORF, WEYTWUT; LEMMISI, BLUDTUPOWA; and to a certain degree, WONAFYT.&lt;br /&gt;
* Consider taking the &amp;quot;Extra Glyph&amp;quot; preparation to increase the odds of finding more of these glyphs (and avoid &amp;quot;Fewer Glyphs&amp;quot; for the same reason).&lt;br /&gt;
* Deities that offer some of these glyphs - JJ, Binlor - are usually (but not always) safe preparations in a Daily.&lt;br /&gt;
* Glowing Guardian's &amp;quot;Absolution&amp;quot; boon is a non-intuitive but nevertheless effective way to remove some of the low-level monsters that can block paths&lt;br /&gt;
* Avoid using IMAWAL unless you also have ENDISWAL (or are absolutely, completely sure what you're doing).&lt;br /&gt;
* Likewise, avoid The Earthmother. She is an awesome all-purpose deity, but she does tend to clog the map. Again, she can be used completely safely, but it takes a lot of skill, so unless you want to keep a notepad ready for counting how many plants are &amp;quot;out there&amp;quot;, just ignore her if you can.&lt;br /&gt;
* Familiarize yourself with the workings of the tricky maps that can trap you: most notably Shifting Passages and The Labyrinth; but getting over-cursed in Cursed Oasis can also spell doom. Also, some maps are more clogged than others (for example Ick Swamp).&lt;br /&gt;
* Avoid prepping Patches. He can teleport your into completely sealed-off areas. If none of the alternatives are meaningful, either leave the slot open, or prep Patches and convert him immediately upon starting.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Running out of Resources ===&lt;br /&gt;
&lt;br /&gt;
Typically, maps will have an assortment of different monsters, and random layout, which will mean that for a given character, each map may be more or less difficult, depending on which monsters are dominant (and readily accessible). Also, sometimes the boss is just very difficult to handle with the available glyphs/items for the character. Usually, there are ways to defeat every boss, but there were already a few examples of Daily runs where not picking the right preparations made a loss inevitable. Still, there are things you can do to pick the right preps, and to make the most of the available resources, improving the chances of a win.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of running out of resources:&lt;br /&gt;
* Make sure you're &amp;quot;in shape&amp;quot;. Skill with Desktop Dungeons is partly academic, but partly just being in practice. If you just play one Daily per day, you're going to experience a bit of skill decay, and you'll be more prone to losing some of the trickier runs. On the other hand, if you regularly play Vicious runs, you'll have a good chance at winning most Dailies (remember, due to the RNG, some Normal/Hard Dailies are actually harder to win than some average Vicious runs!). Rule of thumb: play one extra game each day on top of the Daily (ideally, Vicious and/or VT). Also, look for opportunities to play &amp;quot;outside of your comfort zone&amp;quot;. For example, play Purist, with unsynergistic builds, to learn to cope with such situations.&lt;br /&gt;
* Check to see if there are any spoilers on the qcfdesign forums before playing to see if there's anything specific to the map. The boss, the layout, the high-level monsters may need you to adjust your strategy. This is especially useful for Goat runs, or to a lesser degree to Gorgons/Vampires/Chemists/Rats.&lt;br /&gt;
* Make sure you have some experience playing non-standard combinations. Like, Rats with Bear Mace are proven awesome, but in most Rat dailies until today, there wasn't any knockback. So knowing how to win reliably without KB is very useful.&lt;br /&gt;
* Also make sure you're familiar with the easy-to-craft combos. A Mystera Gnome, for example, is almost always enough to win.&lt;br /&gt;
* Try not to commit yourself to a specialist strategy before uncovering the boss(es). Joining JJ, for example, is almost always a good starting move; however, don't join Taurog unless you know what you're up against. Also, don't convert glyphs that can come in handy against specific bosses. You may feel that your Orc Berserker of Dracul is nigh unstoppable, but finding a late Bleaty may make your wish you had joined Mystera (or Tikki Tooki, or Taurog, etc.) instead. Binlor, Mystera and JJ are almost always good starting deities, but the others may or may not be good options depending on the specifics of the map.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding mis-clicks ===&lt;br /&gt;
&lt;br /&gt;
Most players will say that the most disappointing loss is the mis-click. You may have the perfect strategy, but if you accidentally click a Barbing Bush, for example, you're dead.&lt;br /&gt;
&lt;br /&gt;
To reduce the number of misclicks:&lt;br /&gt;
* Turn off the Radial Menu;&lt;br /&gt;
* Switch to right-button attack;&lt;br /&gt;
* Play slower to reduce twitching;&lt;br /&gt;
* Look for ways to get Death Protection. CYDSTEPP is a keeper; Namtar's Ward is an auto-prep; Badge of Honour is an auto-buy-and-pop.&lt;br /&gt;
* Make sure your mouse works well. You don't need a hyper-sensitive gamer mouse, just a reliable rodent that never interprets a &amp;quot;single click&amp;quot; as a &amp;quot;double click&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding brainfreeze ===&lt;br /&gt;
&lt;br /&gt;
Often a loss is attributable to something silly like forgetting that the Djinn or Jadetooth have Retaliate:Fireball. Or forgetting that Gorgons have Death Gaze *and* First Strike.&lt;br /&gt;
&lt;br /&gt;
To reduce impact of brainfreeze:&lt;br /&gt;
* Pause for a moment before clicking to see if the death warning lights up, and stop to think why if it does;&lt;br /&gt;
* Pay special attention to - or if possible, avoid altogether - game elements that introduce extra drawbacks. For example, slow strike (platemail/really big sword); avatar's codex; patches!!.&lt;br /&gt;
* Try to play safely whenever you're not in top form emotionally or mentally. If you can, avoid interruptions. Stay focused on winning the given map.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding running out of food ===&lt;br /&gt;
&lt;br /&gt;
Goatperson D.E.R.P.s can be much-much harder than any other class (including the other &amp;quot;challenge class&amp;quot;es like Gorgon, Chemist, Rat Monarch, etc.), simply because the Goatperson has very limited exploration available at the start. Some of the nastier Goatperson dailies were outright unwinnable unless you guessed right, which way to start exploring first.&lt;br /&gt;
&lt;br /&gt;
Some tips to die less frequently:&lt;br /&gt;
* Prepare / get items that can get you out of tight spots (Amulet of Yendor, Slaying Wand, Fireball Magnet are all excellent preparations)&lt;br /&gt;
* Read the spoilers if you can.&lt;br /&gt;
* Be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=52376</id>
		<title>Desktop Dungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=52376"/>
				<updated>2016-02-19T15:14:03Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Changed &amp;quot;Preparations- Give yourself an advantage up in your next dungeon run&amp;quot;  to &amp;quot;Preparations - Give yourself an advantage in your next dungeon run&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;big&amp;gt;'''Welcome to the ''Desktop Dungeons'' Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gameplay_thumb.png|right|thumb|400px|''Desktop Dungeons Gameplay ([[Media:Gameplay.png|full resolution]])'']]&lt;br /&gt;
&lt;br /&gt;
If you've never played a roguelike before, prepare to die, because you will! A lot! ''Desktop Dungeons'' was designed as a quick 5-15 minute mini-roguelike experience for you to enjoy without having to lose yourself for hours in the more complex roguelikes such as ''[[Wikipedia:Linley's Dungeon Crawl|Dungeon Crawl Stone Soup]]''. (''DD'' is also heavily inspired by ''DCSS''.)&lt;br /&gt;
&lt;br /&gt;
This is the #1 source for information about the PC game ''Desktop Dungeons''. Registration is easier than most forums; feel free to contribute if you spot any inaccurate information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;line-height:15&amp;quot;/&amp;gt;&lt;br /&gt;
== Game information ==&lt;br /&gt;
{|width=&amp;quot;75%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:0px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
!Full Version&lt;br /&gt;
|-&lt;br /&gt;
|[[New Players Guide]] - Get started here&lt;br /&gt;
|-&lt;br /&gt;
|[[Buildings]] - The basic blocks of your adventuring Kingdom&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dungeons]] - An overall look at the dungeons you'll find&lt;br /&gt;
|-&lt;br /&gt;
|[[Races]] - Descriptions of the tasty glyph eating strategies&lt;br /&gt;
|-&lt;br /&gt;
|[[Classes]] - Descriptions and successful strategies&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Challenges]] - Devious dungeons that teach a class&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategy]] - Strategies to help players good and new alike&lt;br /&gt;
|-&lt;br /&gt;
|[[Glyphs]] - Information on glyphs&lt;br /&gt;
|-&lt;br /&gt;
|[[Level|Leveling]] - Details on how the game's leveling and experience system works&lt;br /&gt;
|-&lt;br /&gt;
|[[Gods]] - The depravity of devious deities divulged!&lt;br /&gt;
|-&lt;br /&gt;
|[[Items]] - Details on item functionality&lt;br /&gt;
|-&lt;br /&gt;
|[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of ''Desktop Dungeons''!&lt;br /&gt;
|-&lt;br /&gt;
|[[Boosters]] - Stat boosters found in dungeons&lt;br /&gt;
|-&lt;br /&gt;
|[[Subdungeons]] - The deep depths of dangerous dungeons&lt;br /&gt;
|-&lt;br /&gt;
|[[Preparations]] - Give yourself an advantage in your next dungeon run&lt;br /&gt;
|-&lt;br /&gt;
|[[Unlockables]] - List of unlockable content and unlock conditions&lt;br /&gt;
|-&lt;br /&gt;
|[[SignStories|Sign Stories]] - Stories found on signs throughout the game&lt;br /&gt;
|-&lt;br /&gt;
|[[Puzzles|Puzzles]] - Unlockable puzzles to challenge your mastery&lt;br /&gt;
|-&lt;br /&gt;
|[[D.E.R.P.]] - Daily challenges&lt;br /&gt;
|-&lt;br /&gt;
|[[Triple Quests]] - 3-stage quests available via the Goatperson DLC&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits]] - Modifiers to hero or monster abilities &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:0px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
!Alpha/Freeware Version&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:New Players Guide|New Players Guide]] - Look into the past&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Dungeon|The Dungeon]] - The dungeons that have been&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Races|Races]] - Civilizations of gone eras&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Classes|Classes]] - They do things differently there&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Strategy|Strategy]] - Learn the old ways&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Advanced Strategy|Advanced Strategy]] - Secrets from the ancient masters&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Glyphs|Glyphs]] - The elder scrolls&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Level|Leveling]] - Still the same, actually&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Gods|Gods]] - The old testament, revealed&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Items|Items]] - Ancient artifacts&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Monsters|Monsters]] - Bygone bestiary&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Boosters|Boosters]] - Not much change either&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Scoring|Scoring]] - For when you've unlocked Ranked games&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Lothlorien|Lothlorien]] - 3 stage quest guide&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorials and Help ==&lt;br /&gt;
[[Annotated Playthroughs]] - Examples from veteran players &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Video Tutorials]] - Basics &amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Further Information on ''Desktop Dungeons'' ==&lt;br /&gt;
{{News}}&lt;br /&gt;
* Homepage: [http://www.desktopdungeons.net Desktopdungeons.net]&lt;br /&gt;
* [http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]&lt;br /&gt;
* Play in your browser: [http://www.desktopdungeons.net/play-desktop-dungeons-beta Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ALPHA: Feedback and media ==&lt;br /&gt;
* [[Feedback]] - For discussion of existing game features and known issues&lt;br /&gt;
* [[Brainstorming]] - For discussion of new ideas&lt;br /&gt;
* [[Media]] - Collections of what has been scribed, sung or shouted about the game elsewhere. &lt;br /&gt;
* [[Tileset]]s - New graphics sets created by the player community&lt;br /&gt;
* [[Playthroughs]] - Annotated playthroughs of the game&lt;br /&gt;
* [http://www.gmhighscores.com/highscores.php?gameid=936 Desktop Dungeons highscores]&lt;br /&gt;
* [http://www.nag.co.za/forums/showthread.php?t=13014 Link to game thread]&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52226</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52226"/>
				<updated>2016-02-13T21:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Undid previous edit by request.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Gaan-talet.JPG|frame]]&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the [[Tower of Gaan-Telet]], and is unlocked by completing the [[#Oh, Horatio!|Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Talet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Talet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters (as well as some special monsters, see below). Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet.&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical restances of 50%, and Berserks at 50%.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of Slayer Wand, IMAWAL or the Glowing Guardan's Absolution boon.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*Goblin Miner (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*Dancing Sword (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*Burn Viper (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*Golden Statue (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*Gelatinous Thing (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*Bridge Troll(50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*Dragon Elite (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*Illusion (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*Immortal Yin (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarves}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through Humility (and is often worth converting through just for that one boon); though he also offers Cleansing and Protection, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers Body Pact to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much Piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in Taurog for his resistance/damage boosts; then tripping through Glowing Guardian for Humility; then ending up in Dracul for Blood Shield and Blood Tithe; and taking Body Pact when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
An honorable mentions is {{g|Binlor Ironshield}}, who can function as a generous source of piety, and can therefor be used in conjunction with the Pactmaker to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation. Some specific builds may benefit from one of the other two boosters, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, given how money can buy at least more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whuppaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight. Keep in mind though that different characters may also find some other glyphs useful. Builds relying heavily on Knockback would benefit from keeping {{s|WEYTWUT}}; builds that require lots of blackspace could access a few extra tiles with {{s|LEMMISI}}; etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52225</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52225"/>
				<updated>2016-02-12T22:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Switched &amp;quot;her&amp;quot; to &amp;quot;them&amp;quot; since not all Rogues are female&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Gaan-talet.JPG|frame]]&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the [[Tower of Gaan-Telet]], and is unlocked by completing the [[#Oh, Horatio!|Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Talet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Talet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters (as well as some special monsters, see below). Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet.&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical restances of 50%, and Berserks at 50%.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of Slayer Wand, IMAWAL or the Glowing Guardan's Absolution boon.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*Goblin Miner (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*Dancing Sword (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*Burn Viper (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*Golden Statue (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*Gelatinous Thing (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*Bridge Troll(50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*Dragon Elite (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*Illusion (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*Immortal Yin (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarves}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make them surprisingly efficient in melee.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through Humility (and is often worth converting through just for that one boon); though he also offers Cleansing and Protection, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers Body Pact to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much Piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in Taurog for his resistance/damage boosts; then tripping through Glowing Guardian for Humility; then ending up in Dracul for Blood Shield and Blood Tithe; and taking Body Pact when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
An honorable mentions is {{g|Binlor Ironshield}}, who can function as a generous source of piety, and can therefor be used in conjunction with the Pactmaker to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation. Some specific builds may benefit from one of the other two boosters, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, given how money can buy at least more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whuppaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight. Keep in mind though that different characters may also find some other glyphs useful. Builds relying heavily on Knockback would benefit from keeping {{s|WEYTWUT}}; builds that require lots of blackspace could access a few extra tiles with {{s|LEMMISI}}; etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=52224</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=52224"/>
				<updated>2016-02-11T09:30:11Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed '''bonuses''' and '''penalties'''.  While some penalties are more trivial to avoid or withstand than others, every god has the ability to substantially improve a dungeon run given proper planning.  When you play with gods, however, you play with fire - it is up to the player to wield it against the enemy rather than against herself in the form of harsh and avoidable punishments.&lt;br /&gt;
&lt;br /&gt;
All classes except for {{c|Goatperson}} begin without a religion, and must visit an altar to join a religion (except for {{c|Vampire}}, who cannot join a religion). Each dungeon has up to three altars, each assigned to a randomly-selected god among those unlocked. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected a god yet.  It is also possible to change religions mid-run through the (religious) Conversion mechanic (explained below), allowing the player to take boons from multiple gods while avoiding penalties.&lt;br /&gt;
&lt;br /&gt;
Relatively new players can experiment with gods in a punishment-free setting using a {{c|Paladin}}, once unlocked.  Intermediate-to-advanced practice with gods can had by using the challenging {{c|Goatperson}} class, whose mandatory polytheism forces the player away from comfort picks and instead teaches them how to plan actions around religious conversions.&lt;br /&gt;
&lt;br /&gt;
Some lesser divinities can infrequently be encountered in subdungeons.  These only differ from other subdungeons thematically, as they do not otherwise function as a god in the same broad mechanical sense as the 9 major deities.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Piety and Altars ==&lt;br /&gt;
&lt;br /&gt;
Piety is the spiritual equivalent of [[gold]].  You start with 0 Piety, and can never have less than 0.  You can never have more than 100 Piety saved up, so any gains beyond this are wasted.&lt;br /&gt;
&lt;br /&gt;
The number of altars in a standard dungeon depends on your kingdom.  Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar.  You should learn the colours, as these give advance notice of which deity is present.  Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).&lt;br /&gt;
&lt;br /&gt;
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated).  Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable.  The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.&lt;br /&gt;
&lt;br /&gt;
The principal way to gain piety is by performing actions your current god approves of.  If however you perform a disapproved action, your god will 'fine' you a certain amount of piety.  If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines.  If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).&lt;br /&gt;
&lt;br /&gt;
The Pactmaker uses Piety a little differently from the other gods.  Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit.  If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.&lt;br /&gt;
&lt;br /&gt;
You must return to your god's altar in order to request boons from them.  On some maps you will need to be careful about getting cut off from the altar.&lt;br /&gt;
&lt;br /&gt;
== Initial worship and conversion ==&lt;br /&gt;
&lt;br /&gt;
You can only follow one god at a time, and at the start, you are not following any god.  (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)&lt;br /&gt;
&lt;br /&gt;
If you are not currently following any god, you can start following a god at his/her altar.  Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.&lt;br /&gt;
&lt;br /&gt;
If you are already following a god, and you are not a {{c|Paladin}} or {{c|Goatperson}}, you can convert to another god with an intact altar (even a god you previously abandoned).  You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert.  Converting does not give any of the initial worship benefits.&lt;br /&gt;
&lt;br /&gt;
== Main Gods ==&lt;br /&gt;
&lt;br /&gt;
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked &amp;quot;repeatable&amp;quot; on the chart below, usually with a cost of &amp;quot;X + Y*n Piety&amp;quot; (n being the number of times the boon has already been used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Binlor Ironshield]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Binlor.jpg|center|link=Binlor Ironshield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Free [[PISORF]] glyph on joining&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* Removes 50% player physical and magic resistances&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* 30% of the walls become unbreakable&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Destroy a wall &lt;br /&gt;
* +5 Piety&lt;br /&gt;
Cast [[BYSSEPS]]&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Gain a level&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use [[IMAWAL]] on an empty space&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Stone Soup'''&lt;br /&gt;
* Cost: 35 Piety&lt;br /&gt;
* Receive [[ENDISWAL]] glyph&lt;br /&gt;
'''Stone Skin''' (repeatable)&lt;br /&gt;
* Cost: 15 Piety&lt;br /&gt;
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance&lt;br /&gt;
'''Stone Form'''&lt;br /&gt;
* Cost: 25 Piety&lt;br /&gt;
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance&lt;br /&gt;
'''Stone Fist'''&lt;br /&gt;
* Cost: 40 Piety&lt;br /&gt;
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance&lt;br /&gt;
'''Stone Heart''' (repeatable)&lt;br /&gt;
* Cost: 10 Piety&lt;br /&gt;
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Dracul]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Dracul.jpg|center|link=Dracul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Killed enemies x2&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* -20 Max Health&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* 25% of enemies become Bloodless&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Attack with Lifesteal (once per monster)&lt;br /&gt;
* +1 Piety&lt;br /&gt;
Drink a Blood Pool&lt;br /&gt;
* +1 piety per level of blood tithe&lt;br /&gt;
Kill a non-undead monster&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Convert HALPMEH or CYDSTEPP glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Convert health potion&lt;br /&gt;
* +5 Piety&lt;br /&gt;
|&lt;br /&gt;
Kill an undead monster&lt;br /&gt;
* -5 Piety&lt;br /&gt;
Use a health potion &lt;br /&gt;
* -5 Piety&lt;br /&gt;
Use a HALPMEH or CYDSTEPP glyph&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Blood Curse'''&lt;br /&gt;
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)&lt;br /&gt;
* +20 Piety&lt;br /&gt;
'''Blood Tithe''' (repeatable)&lt;br /&gt;
* Cost: 10 + 15n Piety, -5 Max Health&lt;br /&gt;
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage&lt;br /&gt;
'''Blood Hunger''' (repeatable)&lt;br /&gt;
* Cost: 20 + 25n Piety, -20% to maximum resistances&lt;br /&gt;
* +1 Life Steal, +1 base damage&lt;br /&gt;
'''Blood Shield'''&lt;br /&gt;
* Cost: 40 Piety&lt;br /&gt;
* +15% to physical &amp;amp; magical resistances&lt;br /&gt;
'''Blood Swell''' (repeatable)&lt;br /&gt;
* Cost: 20 + 10n Piety&lt;br /&gt;
* Restore all HP, +1 layer of curse&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[The Earthmother]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Earthmother.jpg|center|link=The Earthmother]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Always +5&lt;br /&gt;
* Free [[IMAWAL]] glyph on joining.&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
*Inflicts 5 levels of Corrosion.&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Doubles number of plants spawned from boons&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Use IMAWAL on a monster&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Use IMAWAL on a plant&lt;br /&gt;
* +5 Piety&lt;br /&gt;
|&lt;br /&gt;
Kill a plant&lt;br /&gt;
* -15 Piety&lt;br /&gt;
Use Lifesteal&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Plantation''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety&lt;br /&gt;
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.&lt;br /&gt;
'''Clearance''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety + 5n Piety&lt;br /&gt;
* Remove up to 10 random plants and restore 1 mana per plant removed&lt;br /&gt;
'''Greenblood''' (repeatable)&lt;br /&gt;
* Cost: 5 + 3n Piety&lt;br /&gt;
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.&lt;br /&gt;
'''Entanglement''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety&lt;br /&gt;
* All enemies are slowed. Spawns 5 random plants.&lt;br /&gt;
'''Vine Form''' (repeatable)&lt;br /&gt;
* Cost: 5 + 3n Piety&lt;br /&gt;
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Glowing Guardian]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: +5 per level&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* Removes all glyphs/items from inventory&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Piety gain per level up reduced to 0+2 stacking Piety&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Become Poisoned&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Become Mana Burned&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Kill any undead&lt;br /&gt;
* +1 Piety&lt;br /&gt;
Gain Level&lt;br /&gt;
* +3 stacking Piety&lt;br /&gt;
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Convert a large item, a glyph or a health/mana potion&lt;br /&gt;
* +5 Piety&lt;br /&gt;
Convert a small item (excluding health/mana potions)&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Burnt Offering (Monster had Burning applied upon dying)&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Use a Health or Mana potion&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use poison (Venom blade, APHEELSIK glyph)&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use lifesteal&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use the BLUDTUPOWA glyph&lt;br /&gt;
* -20 Piety&lt;br /&gt;
Drink a blood pool&lt;br /&gt;
* -10 Piety &lt;br /&gt;
|&lt;br /&gt;
'''Humility'''&lt;br /&gt;
* Cost: 15 Piety&lt;br /&gt;
* Effect: Reduces player level by 1, but maintains health, base damage and XP&lt;br /&gt;
'''Absolution''' (repeatable)&lt;br /&gt;
* Cost: 2 + 2n Piety&lt;br /&gt;
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead&lt;br /&gt;
'''Cleansing''' (repeatable)&lt;br /&gt;
* Cost: 10 Piety&lt;br /&gt;
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead&lt;br /&gt;
'''Protection''' (repeatable)&lt;br /&gt;
* Cost: 10 + 5n Piety&lt;br /&gt;
* Restores 35% Max Health and Mana, receive a Prayer Bead&lt;br /&gt;
'''Enlightenment'''&lt;br /&gt;
* Cost: 100 Piety&lt;br /&gt;
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Jehora Jeheyu]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Random, based on player level&lt;br /&gt;
* Free WEYTWUT glyph on joining&lt;br /&gt;
'''MINOR PUNISHMENT'''&lt;br /&gt;
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1&lt;br /&gt;
'''MAJOR PUNISHMENT'''&lt;br /&gt;
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Removes one inventory slot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Random actions&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:&lt;br /&gt;
* Enemy reveal (except plants)&lt;br /&gt;
* Enemy death (XP-valuable)&lt;br /&gt;
* Successful dodge&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
|&lt;br /&gt;
'''Petition'''&lt;br /&gt;
* Cost: 45 Piety&lt;br /&gt;
* Stops inflicting MINOR PUNISHMENT&lt;br /&gt;
'''Last Chance'''&lt;br /&gt;
* Cost: 1 Piety&lt;br /&gt;
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.&lt;br /&gt;
'''Boost Health''' (repeatable)&lt;br /&gt;
* Cost: 20 + 25n Piety&lt;br /&gt;
* Destroy a health potion and gain +20 max health&lt;br /&gt;
'''Boost Mana''' (repeatable)&lt;br /&gt;
* Cost: 20 + 25n Piety&lt;br /&gt;
* Destroy a mana potion and gain +3 max mana&lt;br /&gt;
'''Chaos Avatar'''&lt;br /&gt;
* Cost: 80 Piety&lt;br /&gt;
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Mystera Annur]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Mystera.jpg|center|link=Mystera Annur]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting piety: Number of previous glyphs cast&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* +15% to all monsters' physical and magical resistances &lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Reduces Mystera's piety gain by 25%&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Use a glyph&lt;br /&gt;
* +(MP Cost / 2) Piety&lt;br /&gt;
|&lt;br /&gt;
Kill an enemy that uses a magical attack &lt;br /&gt;
* -5 Piety&lt;br /&gt;
Become Mana Burned&lt;br /&gt;
* -(Mana lost + 1) Piety&lt;br /&gt;
|&lt;br /&gt;
'''Magic''' (repeatable)&lt;br /&gt;
* Cost: 5 + 20n Piety&lt;br /&gt;
* +1 Max Mana&lt;br /&gt;
'''Refreshment'''&lt;br /&gt;
* Cost: 50 Piety&lt;br /&gt;
* Causes Glyph Conversions to restore 50% of max mana&lt;br /&gt;
'''Flames'''&lt;br /&gt;
* Cost: 20 Piety&lt;br /&gt;
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage&lt;br /&gt;
'''Weakening''' (repeatable)&lt;br /&gt;
* Cost: 30 Piety&lt;br /&gt;
* -10% magic resistance to both player and all monsters on the current level&lt;br /&gt;
'''Mystic Balance'''&lt;br /&gt;
* Cost: 60 Piety&lt;br /&gt;
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[The Pactmaker]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Pactmaker.jpg|center|link=The Pactmaker]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Pacts&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Scholar's Pact'''&lt;br /&gt;
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]&lt;br /&gt;
'''Warrior's Pact'''&lt;br /&gt;
* On XP kill: -3 Piety, +1 Max Health&lt;br /&gt;
'''Alchemist's Pact'''&lt;br /&gt;
* On health or mana potion use: -4 Piety, +3 Experience&lt;br /&gt;
'''Body Pact'''&lt;br /&gt;
* On damage (XP-valuable enemy only): -4 Piety, +1% physical &amp;amp; magical resistance&lt;br /&gt;
'''Spirit Pact'''&lt;br /&gt;
* On item conversion: -5 Piety, +15 bonus conversion points&lt;br /&gt;
'''Consensus'''&lt;br /&gt;
* Effect: +50 Piety, -50 max Piety&lt;br /&gt;
* Can be taken along with a pact if Consensus is taken first&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Taurog]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Taurog.jpg|center|link=Taurog]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Enemies killed x2&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* -40% bonus damage, enemies gain 10% magic resist&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* All enemies become Cowardly&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Kill an enemy&lt;br /&gt;
* +4 Piety&lt;br /&gt;
Kill an enemy that uses magical attack&lt;br /&gt;
* +8 Piety&lt;br /&gt;
Convert a glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
|&lt;br /&gt;
Use a glyph&lt;br /&gt;
* -2 Piety per use&lt;br /&gt;
Convert Taurog's Equipment (even if not actively worshiping Taurog)&lt;br /&gt;
* -10% attack bonus, but no piety loss &lt;br /&gt;
|&lt;br /&gt;
'''Taurog's Blade'''&lt;br /&gt;
* Cost: 20 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage&lt;br /&gt;
'''Taurog's Shield'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage&lt;br /&gt;
'''Taurog's Helm'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage&lt;br /&gt;
'''Taurog's Armour'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage&lt;br /&gt;
'''Unstoppable Fury''' (repeatable)&lt;br /&gt;
* Cost: 20 + 10n Piety&lt;br /&gt;
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Tikki Tooki]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Tikki.jpg|center|link=Tikki Tooki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Free GETINDARE glyph on joining.&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* All damage taken incurs a Piety penalty&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Kill any enemy below your level&lt;br /&gt;
* +5 Piety&lt;br /&gt;
Dodge any attack&lt;br /&gt;
* +3 Piety&lt;br /&gt;
Poison an enemy&lt;br /&gt;
* +1 Piety (once per enemy)&lt;br /&gt;
Use WEYTWUT or WONAFYT glyph&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Get hit twice or more by the same monster&lt;br /&gt;
* -3 Piety per hit&lt;br /&gt;
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)&lt;br /&gt;
* -10 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Tribute''' (repeatable)&lt;br /&gt;
* Cost: 15 [[Gold]]&lt;br /&gt;
* +10 Piety &lt;br /&gt;
'''Tikki's Edge''' (repeatable)&lt;br /&gt;
* Cost: 25 + 25n Piety&lt;br /&gt;
* +1 to experience from all XP kills, +10 [[Gold]]&lt;br /&gt;
'''Dodging'''&lt;br /&gt;
* Cost: 25 Piety&lt;br /&gt;
* +10% Dodge, +10 [[Gold]]&lt;br /&gt;
'''Poison'''&lt;br /&gt;
* Cost: 15 + 10n Piety&lt;br /&gt;
* Gain 1 level of Poisonous strike&lt;br /&gt;
'''Reflexes''' (repeatable)&lt;br /&gt;
* Cost: 35 Piety&lt;br /&gt;
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose your god==&lt;br /&gt;
'''!!Warning!!''' That information provides some useful hints, but is '''not''' always of '''top accuracy'''. Veteran will probably disagree a lot with what is written there. But it still is a good start...&lt;br /&gt;
&lt;br /&gt;
(Been edited a bit since that warning for stuff that was quite a bit more inaccurate than than &amp;quot;not always top accuracy&amp;quot;, now there's just more to be said about each god)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of knockback melee damage, temporary physical damage resistance and permanent magic damage resistance, and is quite easy to farm piety with. He grants a free PISORF on worship, which also makes him a popular &amp;quot;glyph magnet&amp;quot; as a preparation. If Pissorf is difficult to gain Piety with, You can get ENDISWAL from him for 35 piety, or can pick one up if it spawns - or you can prep Bear Mace to help farm his piety. Constantly requesting Stone Skin and/or Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't care about your resistance, and if you're going to spam Stoneskins you don't mind his punishment even if you're worshiping him.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health refills he can bring to the table. He can grant you lifesteal (heals you when eating low level monsters), sanguine (turns blood on the floor into healing powerups) or even a stright up full heal via Blood Swell. Unfortunately, he doesn't really like you using other forms of healing like Halpmeh or Cydstep - it takes a bit of practice to combine him with folks who like to use those. He doesn't like you using healing potions, either, but he like you CONVERTING those, which paradoxically makes him a fine Halfling deity if you want quick piety with him (makes a &amp;quot;parched halfling a strategy). The other reason he's useful is for if Blood Shield boon, which stacks extremely well with other forms of damage resistance while not takink up an item slot, and he's a key player in resist stacking strategies. Both glass cannon builds and big health builds can make good use out of overhealing with his lifesteal, too, and Dwarves can get great mileage out of everything he provides.&lt;br /&gt;
*{{g|The Earthmother}}: A very useful deity whatever your plan is, and a great source of piety. Her free IMAWAL glyph will both give you piety and help you level up faster, and her Vine Form boon will let you get more out of the Exp bonus by letting you fight higher level enemies with less effort. Her Plantation boon allows you to get 100 Piety extremely easily, and also allow for seemingly enless spam of her Clearance boon which can be an equivalent to having several kegs of mana potions. It can also be used to convert to another deity. Entanglement is multi purpose - bonus experience on every monster, protection from enemy first strike and retaliation and it's cheap to spam just to put plants on the map. The Earthmother's altar is an easy desecration target, since a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option. Also, he gives piety for converting things and leveling, and goblins convert things for leveling, they make ideal GG worshipers.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: He rewards almost anything you do, but sometimes he will inflict a random small punishment instead untill you get the Petition boon from him. In return for this bit of inconvenience he provides very, VERY cheap stat boosts. Grab his Petition boon to end his punishments as soon as possible, and burn a potion or whatever to get to lvl2 and enjoy the great boosts, quality refills and also the handy Wheytwut glyph which lets you explore any map easily. Desecrating him is somewhat risky. A desecration can either severely reduce your total health, mana and damage, or just give you free piety. Desecrate only when desperate, or feel lucky. Also a great god for Goblins as they can take all his punishments at lvl 1 and just covnert something to get rid of most of them, and they can get a lot of mileage out of his stat boosts, and you can get grat mileage out of Halflings and Gnomes as well.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for most Burndayraz spellcaster builds (even when your character isn't one because worshiping Mystera turns anyone into one). Her magic boon is a free mana point, and another one each time you can afford it.  Refreshment provides roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is often crucial for getting the most out of her. Mystic Balance allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames bump your effective caster level at levels 4 and 8 for dedicated casters and Weakening can fully negate one of the few obstacles to fireball spam if used a bunch. Don't worship her if the dungeon is full of magical monsters or mana burners unless you know what you're doing, in most other cases she's supremely easy to play and powerful. Also - don't desecrate her unless youe know you have a way around her punishment.&lt;br /&gt;
*{{g|The Pactmaker}}: Works differently than other deities and can be worshipped at the same time as another deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for an instant piety boost or for converting out of another deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil. Always keep in mind that you can't take the powerful Consensus if you take another pact before, but you can still take another pact if you take Consensus first.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you. He rewards converting glyphs, so front-loaded guys like Orcs, or the melee happy Halflings make good &amp;quot;Warmonger&amp;quot; melee-only builds with him because they can dump all their glyphs to get a lot of his stuff in their inventory early. He's also good for mele types going &amp;quot;Miser&amp;quot; as he doesn't leave too much room for other items anyway.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. That is, if you can just hop in with a tank and grab his Dodging boon and maybe a hit of Tikki's edge then get out, he's great - the more hits you can tank the more potential dodges, you just have to get out of TT worship first. This prep penalty looks harsh, but just promotes optimal play on spellcasters and glass cannon types - and Tikki's Edge stacking is great with spellcasters while each hit of Reflexes gives you two powerful potions almost anyone can find a use for. When playing for a lot of Tikki's Edge benefits - save some low level monsters. Poison isn't particularly powerful outside of very specific builds, but the first shot basically pays for itself. A nice thing about Tikki Tooki is that his boons give you [[gold]], so you can afford buying powerful items or potions and abusing gold-consuming items like the Crystal Ball. Just don't prep him with Cydstep users whatever you do, he doesn't like that. On plant maps he can give you a lot of piety for dodgning plant hits (just don't try it with the plants that kill you :) )&lt;br /&gt;
&lt;br /&gt;
== Lesser divinities==&lt;br /&gt;
Some other divinities can be encountered in [[subdungeons]]. You can sometimes interact, or even worship them.&lt;br /&gt;
&lt;br /&gt;
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.&lt;br /&gt;
* The mighty lost Lekon, who likes you to kill goats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Demonic_Library&amp;diff=52223</id>
		<title>Demonic Library</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Demonic_Library&amp;diff=52223"/>
				<updated>2016-02-10T10:43:27Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Demonic_Library.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''Demonic Library''''' is a Vicious-level dungeon located far to the North. It is unlocked by defeating [[Shifting Passages]]. The map consists of the main (library) part, as well as a special subdungeon hosting the boss of the dungeon (arena).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
{{m|Imp}}: Blinks&lt;br /&gt;
&lt;br /&gt;
{{m|Succubus}}: Weakening Blow, Death Gaze 50%&lt;br /&gt;
&lt;br /&gt;
{{m|Djinn}}: Magical Attack, Retaliate: Fireball&lt;br /&gt;
&lt;br /&gt;
{{m|Doom Armor}}: Berserks 50%, Death Protection 1/Level&lt;br /&gt;
&lt;br /&gt;
{{m|Cultists}}: Cowardly, Respawns (into: {{m|Zombie}}: Undead, Bloodless )&lt;br /&gt;
&lt;br /&gt;
{{m|Thrall}}: Undead, Bloodless, Poison, Mana Burn&lt;br /&gt;
&lt;br /&gt;
{{m|Steel Golem}}: Curse Bearer, Physical Resist 25%&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 140%.&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
The boss is '''The Avatar''' ({{m|Animated Armor}} icon, Attack 75, Health 954, Physical Resist 25%, Magical Resist 75%, Berserks 25%). However, in order to enter the Arena under the library where the Avatar resides, the five Demon Lords must normally be defeated:&lt;br /&gt;
&lt;br /&gt;
'''Perivolcan Ze''': Attack 105, Health 222, Magic Resist 50%, Corrosive; found in the top left corner of the map&lt;br /&gt;
&lt;br /&gt;
'''Perivolcan Pa''': Attack 105, Health 222, Physical Resist 50%, Weakening Blow; found in the top right corner of the map&lt;br /&gt;
&lt;br /&gt;
'''Mesostel Pa''': Attack 105, Health 222, Curse Bearer, Mana Burn, Deathgaze 100%; found at the right side of the map&lt;br /&gt;
&lt;br /&gt;
'''Aphelion''': Attack 105, Health 222, First Strike, Poisonous, Magical Attack; found at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
'''Mesostel Ze''': Attack 105, Health 222, Magical Attack, Retaliate: Fireball; found at the left side of the map&lt;br /&gt;
&lt;br /&gt;
The Demon Lords each have identical stats, but different traits.&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
&lt;br /&gt;
Defeating any Demonlord will give one layer of Death Protection to another one (chosen randomly). Defeating all five Demon Lords will remove all unbreakable walls from the map, thus unlocking the central entrance to the circular arena where the Avatar resides.&lt;br /&gt;
&lt;br /&gt;
Striking the Avatar in melee or via BURNDAYRAZ produces several level 10 &amp;quot;???&amp;quot; enemies, with random palette swaps and abilities.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Classes/Races ===&lt;br /&gt;
&lt;br /&gt;
'''Recommended Classes:''' {{c|Paladin}}, {{c|Warlord}}, {{c|Bloodmage}}, {{c|Thief}} or {{c|Tinker}}.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Races:''' {{r|Orc}}, {{r|Gnome}}, {{r|Halfling}}.&lt;br /&gt;
&lt;br /&gt;
Because the Demon Lords have various traits, most strategies will find at least some of them more difficult to defeat. Generalist classes like the Thief or Tinker will benefit from their versatility; Paladins will have an easier time defeating the Avatar; Warlords have an easier time defeating the Demon Lords; and Bloodmages can tap into the blackspace of the Library Walls and fully benefit from the sizeable blackspace of the Arena itself.&lt;br /&gt;
&lt;br /&gt;
In terms of races, because of the need to spike potentially multiple bosses, the potion races generally fare well. Orc does well because of the decent early-game damage boost that helps against the non-trivial monsters occupying the map.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Demon Lords ===&lt;br /&gt;
&lt;br /&gt;
Because each dying Demon Lord will give a layer of Death Protection to one of the remaining Demon Lords, leaving the most difficult lords for last might prove to be counter-productive. It is generally a good idea to start with one or two easier demon lord, but then take on the most difficult one after them, timing level-ups and using up some of the potions / other resources to defeat him.&lt;br /&gt;
&lt;br /&gt;
=== Fighting The Avatar ===&lt;br /&gt;
&lt;br /&gt;
Before engaging The Avatar in the bossfight, it can be beneficial to move him right next to the stairs using teleportation magic or PISORF. Otherwise the minions that spawn when he is struck will clog the whole map, making the stairs back to the surface inaccessible. Having him right next to the stairs leaves access to the resources (altars, shops, monsters, blood pools) within the library itself.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
Requires Enhanced Edition: The Moving of the Cheese - Complete Demonic Library with any 3 classes. Unlocks the playable{{c|Rat Monarch}} monster class. The Avatar drops the {{i|Avatar's Codex}}.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=52222</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=52222"/>
				<updated>2016-02-06T04:32:22Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health). Monster difficulty is 140%.&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by two more Dragon Guards and two Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this dungeon is a welcome change of pace. Instead of debuffs, the level is filled with many of the game's hardier enemies, against whom damage-spiking is difficult, and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. You'll want to find some useful glyph besides BURNDAYRAZ before the end, since the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. Fortunately, there's many ways to do so with glyphs. That said, the Firstborn is much stronger than normal in this dungeon, and for many characters it'll be harder than the Matron even with the curse stacks.&lt;br /&gt;
&lt;br /&gt;
The first two Dragon Guards can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, using the blackspace between them to recharge your mana. Be careful though, as Dragon Elites have a 50% chance to resist the spell, forcing you to drink a mana potion to try again. This will also cut you off from resources in the rest of the level unless you use a large portion of the arena's blackspace to teleport them all a second time. Combining IMAWAL and ENDISWAL lets you &amp;quot;kill&amp;quot; each enemy for 11 mana (more if the Elites resist) and dodge all debuffs, without cutting you off from earlier resources. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. Finally, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't cast IMAWAL on the first two Dragon Guards (or any of the other enemies here) unless you possess ENDISWAL. The wall only vanishes if you kill them both, which you can't do if they're petrified, so this renders the level unwinnable.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
Vampire - Druids, Dragon Spawns, Serpents and especially Forest Trolls all make excellent blood cows, so a properly played vampire (especially one with {{i|Platemail}}) should have enough healing resources to outfight anything. Don't forget you can use your cows to regen fight high level enemies. The Firstborn is the hardest part of the level for the vampire, so feel free to spend all the resources you need to beat it. If you reach level 10 the final gauntlet is a joke due to your doubled lifesteal and immunity to poison and mana burn. Even if you can't reach level 10 it isn't too bad since your blood cows can heal between enemies. The Matron is easy to regen-fight if you have high lifesteal and a couple remaining blood cows, since you can heal more than half the damage she deals even while cursed.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Here be Dragons ===&lt;br /&gt;
Complete Dragon Isles with any 3 classes&lt;br /&gt;
&lt;br /&gt;
Reward - Unlocks the playable {{c|Half-Dragon}} [[class]] &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Ick_Swamp&amp;diff=52211</id>
		<title>Ick Swamp</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Ick_Swamp&amp;diff=52211"/>
				<updated>2016-02-01T21:32:39Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Changed &amp;quot;sorcerers&amp;quot; to &amp;quot;warlocks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ick_Swamp.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Ick Swamp is a Hard difficulty dungeon filled with plants and other dangerous monsters. It is unlocked by completing the Southern Swamp.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Monsters:''' Gorgons, Vampires, Warlocks, Naga, Meat Men, and Wraiths. Additionally, the dungeon is mostly filled with plants of all types, including barbing bushes. Monster difficulty is 120%.&lt;br /&gt;
&lt;br /&gt;
'''Bosses:''' One random boss and Itsssama the Naga, with 318 hit points, 37 damage, 50% physical and magical resistance, and weakening blow.&lt;br /&gt;
&lt;br /&gt;
'''Special Rules:''' All Warlocks killed drop Wisp Gems, small slot items that give a +5% attack bonus.  Mana burn, poisonous and corrosive plants have a small chance to drop a spoon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Recommended Classes:''' {{c|Rogue}}, {{c|Berserker}}, {{c|Bloodmage}}&lt;br /&gt;
&lt;br /&gt;
You want to level up using gorgons, vampires, and warlocks because they all have relatively low hp. Nagas are to be avoided unless they can be killed without incurring any weakening. The plants are very dangerous and hinder your movement, but avoid killing the poison and mana burn plants unless you're about to level up. If possible, before you level up, clear out all the poison and mana burn plants. Corrosion can not be removed easily, so it is recommended you avoid getting any. Before you begin the boss fight, make sure you have killed all sorcerers and pick up all wisp gems.&lt;br /&gt;
&lt;br /&gt;
The boss, Itsssama, has very high resistances and weakens you, so a low damage character is not recommended.  Additionally, you should decide in advance which boss to deal with first; if you rely mostly on physical damage and go after Itsssama first, you will want to pick up a {{i|Fortitude Tonic}} for after the fight. If you decide to go the spell casting route, it is highly recommended you bring the piercing wand to counteract his high resistances. Isssama's weakness is his damage - even a level 6 rogue can take a hit without dying, so this makes [[HALPMEH]] an incredibly valuable glyph. [[Berserker]] and [[Rogue]] are very good class choices. If you choose a [[Rogue]], you must either find [[HALPMEH]], [[CYDSTEPP]], or an altar to [[Taurog]], because health potions will not last you long enough. If you find a [[CYDSTEPP]] glyph, start killing sorcerers, gorgons, and vampires 2-3 levels above you. If you find [[HALPMEH]], it will be monsters 1-2 levels above you. If you find [[Taurog]], only pick up the sword, armor, and possibly shield, as you need the rest of the space for wisp gems. If you go the [[Berserker]] route it's Taurog time! Grab the sword, armor, and helmet first converting all glyphs and killing high level sorcerers with your new 65% magic resistance. The boss should be easily outlast-able with any of the 4 tactics.&lt;br /&gt;
&lt;br /&gt;
== Special interactions with plants ==&lt;br /&gt;
&lt;br /&gt;
The harmful plants of the Ick! swamp can be exploited as a resource under limited conditions. A worshiper of Glowing Guardian equipped with HALPMEH can and should poison himself whenever he is at full mana and about to explore, and at any point in time during a battle where he intends to cast HALPMEH. Whenever practical, you should also try to get poisoned and manaburned just before leveling up. A character following this strategy will actually want to conserve the plants rather than just cut them down.&lt;br /&gt;
&lt;br /&gt;
It may not look like it, but the harmful plants apply their effects by making a zero-damage attack. This attack can be dodged like any other attack. Rogues following Tikki Tooki can gain very large amounts of piety by harvesting the plants right before level up. Taking the Dodge boon makes this even better.&lt;br /&gt;
&lt;br /&gt;
Killing a plant, even the harmless green ones, still counts as a kill and still discharges IMAWAL. Be cautious that you don't waste your bonus experience on a 0 xp kill!&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
There are 2 quests in ick swamp, Ick! and Way of the Open Fist (part 2). For completion of Ick! you gain 250 gold. All you have to do is beat the dungeon. Way of the Open Fist (part 2) requires you to beat the dungeon as a monk without preparations and grants you 350 gold. This requires quite a bit more luck than normal, as you must find an Altar to Taurog asap. Find Taurog and then convert all of the glyphs you've found so far for extra base damage and take the sword. Regen fight monsters (except naga) until you are level 8. Make sure you have extra tiles as you are going to need them. Start off with potions, then tiles until you can kill him in 3 shots (or 4 if you have 2 altars you can afford to desecrate), then use unstoppable furies for the kill. This will take many tires so try not to get frustrated.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Jehora Jeheyu}} is prep-worthy, even if the loss of an inventory slot hurts badly with all those Spoons and Wisp Gems.  Chaos Avatar can be used to either wipe Weakness stacks or lower resistances before/after the fight with Itsssama, or mid-fight as a compromise with a nice level-up heal thrown in.  However you choose to do it, you may as well kill all those nasty corrosive plants first and pick through the remains for any extra trinkets, if you have room for them.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} can also lower MR, and she can do the full 50% unlike Jehora given enough piety.  One of the two gods or a {{i|Piercing Wand}} is almost mandatory for using caster strategies on Itsssama.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} has already been mentioned because of the extra piety available from poison/mana burn plants.  This god also burdens your inventory, though.  {{g|Tikki Tooki}} has a novel interaction with plants to farm piety, discussed above.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} is probably not worth it, all things considered, at best usable for a risky end-game spike.  The last place Vine Form is going to be of much help is against a tanky boss like Itsssama who applies Weakening.  Clearance, Greenblood, and Entanglement are somewhat better, but you will want to clear a large number of plants before converting in so that your Clearance will have a higher chance of removing the plants which are in your way.  All things considered, Plantation is a risky move even then, except for maybe a [[Crusader]], who will have the fewest plants remaining thanks to his three immunities.&lt;br /&gt;
&lt;br /&gt;
The others don't necessarily merit a special mention either way, though some specific strategies for [[Taurog]] are discussed above.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=52210</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=52210"/>
				<updated>2016-02-01T06:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Updated the quest section to be slightly clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health). Monster difficulty is 140%.&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by two more Draogn Guards and two Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this dungeon is a welcome change of pace. Instead of debuffs, the level is filled with many of the game's hardier enemies, against whom damage-spiking is difficult, and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. You'll want to find some useful glyph besides BURNDAYRAZ before the end, since the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. Fortunately, there's many ways to do so with glyphs. That said, the Firstborn is much stronger than normal in this dungeon, and for many characters it'll be harder than the Matron even with the curse stacks.&lt;br /&gt;
&lt;br /&gt;
The first two Dragon Guards can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, using the blackspace between them to recharge your mana. Be careful though, as Dragon Elites have a 50% chance to resist the spell, forcing you to drink a mana potion to try again. This will also cut you off from resources in the rest of the level unless you use a large portion of the arena's blackspace to teleport them all a second time. Combining IMAWAL and ENDISWAL lets you &amp;quot;kill&amp;quot; each enemy for 11 mana (more if the Elites resist) and dodge all debuffs, without cutting you off from earlier resources. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. Finally, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't cast IMAWAL on the first two Dragon Guards (or any of the other enemies here) unless you possess ENDISWAL. The wall only vanishes if you kill them both, which you can't do if they're petrified, so this renders the level unwinnable.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
Vampire - Druids, Dragon Spawns, Serpents and especially Forest Trolls all make excellent blood cows, so a properly played vampire (especially one with {{i|Platemail}}) should have enough healing resources to outfight anything. Don't forget you can use your cows to regen fight high level enemies. The Firstborn is the hardest part of the level for the vampire, so feel free to spend all the resources you need to beat it. If you reach level 10 the final gauntlet is a joke due to your doubled lifesteal and immunity to poison and mana burn. Even if you can't reach level 10 it isn't too bad since your blood cows can heal between enemies. The Matron is easy to regen-fight if you have high lifesteal and a couple remaining blood cows, since you can heal more than half the damage she deals even while cursed.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Here be Dragons ===&lt;br /&gt;
Complete Dragon Isles with any 3 classes&lt;br /&gt;
&lt;br /&gt;
Reward - Unlocks the playable {{c|Half-Dragon}} [[class]] &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=52209</id>
		<title>Havendale Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=52209"/>
				<updated>2016-01-31T21:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added a &amp;quot;Quests&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Havendale_Bridge.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 105%.&lt;br /&gt;
&lt;br /&gt;
== Bridge Troll ==&lt;br /&gt;
This level is bisected by a river with only one crossing. The bridge is guarded by a Bridge Troll, a level 5 monster with berserking, fast healing, and 50% Physical and Magic resistances. It's more difficult than a typical level 5 monster and many characters will be unable to defeat it using only the resources on the first side of the bridge. You can pay 20 [[gold]] instead of fighting the troll to access the other side. The WEYTWUT, WONAFYT and PISORF glyphs, if found, can be used to bypass the monster and fight it at a later time. The Bear Mace can also be used for this purpose, making it a good preparation for this dungeon. When defeated, the Bridge Troll drops a Sensation Stone, an item that has no powers but is worth 150 conversion points. In addition, if you use the {{i|Slayer Wand}} on the Bridge Troll, it will drop a Sensation Stone but will respawn on the same spot as a level 10 version with much higher stats. This level 10 version will also drop a Sensation Stone when killed.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The fixed boss on this level is Zin Kibaru: 418 health, 78 damage, 25% Magic resistance, Magical Attack, and Undead. The Tokoloshes on this level each drop a Tokoloshe Charm, a small item that gives 5% magic resistance, so this boss tends to be relatively manageable. The other boss is random. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Troll Toll ===&lt;br /&gt;
Defeat Havendale Bridge&lt;br /&gt;
&lt;br /&gt;
Reward -  [[The Labyrinth]], [[Magma Mines]]&lt;br /&gt;
&lt;br /&gt;
=== Unlikely Heroes: Forest Edition ===&lt;br /&gt;
Defeat Havendale Bridge with {{HaWi}}, {{HaMo}}, and {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=52208</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=52208"/>
				<updated>2016-01-31T21:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added a &amp;quot;Quests&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hexx_Ruins.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
Whenever an XP-valuable monster is slain in Hexx Ruins, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The main boss of Hexx Ruins, Stheno, has the abililty to absorb strength from the other monsters in the dungeon. When you first attack Stheno, every other monster will disappear and be converted into physical and magic resist. This also includes Revenants, but not monsters that reside in subdungeons, nor plants. There is also another boss chosen randomly.  This second boss is not removed from play when Stheno absorbs monsters, but seeing as you are capable of using level-up catapults against this second boss it almost always preferable to leave Stheno for last.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenant you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible a plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss.  Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances.  However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points (the the &amp;quot;Absolution&amp;quot; boon of the {{g|Glowing Guardian}}, &amp;quot;Vine Form&amp;quot; boon of {{g|The Earthmother}} and &amp;quot;Boost Health&amp;quot; boon of {{g|Jehora Jeheyu}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using CYDSTEPP, a Warlord can continue fighting effectively even while poisoned and at 1 hit point, allowing him to kill Revenants without leaving himself helpless. The Orc and Gnome races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Stone Cold Crazy ===&lt;br /&gt;
Defeat Hexx Ruins&lt;br /&gt;
&lt;br /&gt;
Reward - [[The Slime Pit]]&lt;br /&gt;
&lt;br /&gt;
=== Someone Say Loot? ===&lt;br /&gt;
Buy every item in Hexx Ruins ({{i|Translocation Seal}}s do not count as buying)&lt;br /&gt;
&lt;br /&gt;
Reward - [[Bazaar]] Level 3 &lt;br /&gt;
&lt;br /&gt;
=== Unlikely Heroes: Swamp Edition ===&lt;br /&gt;
Defeat Hexx Ruins with {{GnPr}}, {{GnWi}}, and {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52207</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52207"/>
				<updated>2016-01-31T02:25:42Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Updated all links to the Balanced Dagger to jump straight to the item on the items page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page explains general '''strategies''' and tricks to solve dungeons. But of course, every game is different, so there is no single strategy to guarantee a win. Moreover this advice is intended for '''intermediate''' players; true veterans may have to discard familiar strategies to reach new heights. &lt;br /&gt;
&lt;br /&gt;
If you are new DD, you might want to read the [[New Players Guide]] first.&lt;br /&gt;
&lt;br /&gt;
You can also find more specific strategies in the [[class]], [[race]], [[gods]] and [[dungeons]] topics, and are also encouraged to the read the different [[Annotated Playthroughs]].&lt;br /&gt;
&lt;br /&gt;
'''Important note :''' The word &amp;quot;wisely&amp;quot; or similar ideas are often used. It might lead you to believe that a wrong decision will doom your character. Ok, this will sometimes be the case, but you will be amazed how resourceful your hero can be. So don't take that word too seriously. '''Keep playing even if''' you think that '''you screwed your run''', and you might discover that true power lies beyond your mistakes!&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
Dungeon exploration can be divided into four phases, each with their own challenges:&lt;br /&gt;
*'''Preparation''': You are not in the dungeon yet, but you still have strategic choices to make. Which class/race/preparation will the best, or the most enjoyable?&lt;br /&gt;
*'''Scouting''': Your first few steps in the dungeon, when you are getting a feeling of the place. You are doing more exploration than monster fighting.&lt;br /&gt;
*'''Build-up''': When you start building up your character and stacking resources for the final fight. This is really the place where the game is won or lost.&lt;br /&gt;
*'''Boss fight''': Unleash all your might to defeat the nasty boss (or bosses) in a flurry of deadly blows, powerful mana and yummy potions.&lt;br /&gt;
&lt;br /&gt;
==Preparation phase==&lt;br /&gt;
Ah, the preparation screen, the place you'll spend hours picking the right [[class]], [[race]] and [[preparations]] combination that will enable you to solve your next dungeon. &lt;br /&gt;
&lt;br /&gt;
Don't over-think it though; every single dungeon can be won by any class and without any preparations, although some combination are certainly easier than others.&lt;br /&gt;
&lt;br /&gt;
=== Race selection ===&lt;br /&gt;
''Main article : [[Race]]''&lt;br /&gt;
&lt;br /&gt;
There are two ways to go about race selection:  Picking a strategy in advance, or keeping open to whatever the dungeon presents. You should probably pick your race considering the boss (if you know what it will be), but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
The races can be sorted into two groups:&lt;br /&gt;
* Those giving a permanent bonus: [[Human]], [[Orc]], [[Dwarf]]. Convert early, and you'll get the benefit of the race for the whole game.&lt;br /&gt;
* Those providing resources: [[Halfling]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to defeat high level monsters and trigger juicy XP bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Character builds ===&lt;br /&gt;
A user proposed a while ago different [[Character Builds|character builds]]. But that classification is somewhat simplistic and probably a relic of the old alpha version. It is not really used nowadays.&lt;br /&gt;
&lt;br /&gt;
Another classification, still very limited compared to range of possibilities, could be:&lt;br /&gt;
* '''Striker''': characters who deal high damage, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''': characters who will be able to tank much damage&lt;br /&gt;
* '''Caster''': characters relying on heavy use of glyphs to deal damage&lt;br /&gt;
* '''Regen-fighter''': characters able to heal faster than the monsters. They may mix various strategies (high damage, glyphs, resistance...)&lt;br /&gt;
&lt;br /&gt;
However, don't take this classification too seriously; the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] you find and how close you are to the [[Strategy#Boss fights|boss fight]].&lt;br /&gt;
&lt;br /&gt;
Some other builds are described in the [[Strategy#Power builds and other odd tricks|power builds]] section, and the [[class]] pages.&lt;br /&gt;
&lt;br /&gt;
=== Gold and kingdom ===&lt;br /&gt;
Remember that preparations will cost you gold. So if your vault is near empty, you might want to go as purist.&lt;br /&gt;
&lt;br /&gt;
You can also seek the IN DEMAND trophy, take the bet on boss preparation, and score 1050 gold off the boss kill.&lt;br /&gt;
&lt;br /&gt;
Prior to unlocking IN DEMAND trophies, Transmutation Seals can be used on boss trophies to convert them to their full gold value.  Again, the &amp;quot;Bet on the Boss&amp;quot; preparation increases the cash gained.&lt;br /&gt;
&lt;br /&gt;
Later in the game, '''PQI''' and '''flaming dungeons''' will also provide opportunities to make more gold.&lt;br /&gt;
&lt;br /&gt;
==Scouting phase==&lt;br /&gt;
'''Levels 1 to 3'''.  It's rarely possible to kill monsters of significantly higher level at this stage, but it can be useful to do some quick scouting around the dungeon and find what [[Gods]] and [[Glyphs]] are available, as well as what Boss spawned (if in a random boss dungeon).&lt;br /&gt;
&lt;br /&gt;
The length of scouting depends on your play style, but also on the dungeon. Some players might kill few monsters before they have cleared 25% of the map, and thus have more choice for early Build-Up, while others might try to level-up as soon as possible to avoid wasting [[black space]]. Even though it's possible to fully explore [[Hobbler's Hold]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space is a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISI]] which tends to prioritize revealing altars, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
&lt;br /&gt;
Some classes also provide extra information for scouting, such as the [[fighter]], the [[wizard]], the [[tinker]] and the [[half-dragon]]&lt;br /&gt;
&lt;br /&gt;
===Scouting mana investment===&lt;br /&gt;
While scouting, you probably will have plenty of mana left. Instead of wasting it, [[WONAFYT]] is another useful glyph at this stage, enabling you to prepare a nice salted [[popcorn]] bowl. Each summoned monster will grant 1 bonus XP, but could also be the occasion for a mid-fight level-up. Summoning brings monsters to you, helping to preserve [[black space]], and is even more efficient if you have a {{i|Balanced Dagger}}.&lt;br /&gt;
&lt;br /&gt;
If you already are worshiping a god rewarding glyph use such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyu]], your extra mana could be invested there.&lt;br /&gt;
&lt;br /&gt;
==Build-up phase==&lt;br /&gt;
'''Levels 3 to 7'''.  It's possible to kill monsters of significantly higher level during this phase (to generate more XP by using the level-up steamroll and the experience catapult).  The goal is to create the appropriate conditions for the final boss(es) fight(s): &lt;br /&gt;
*Plenty of resources remaining for the boss fight (piety, conversion points, [[popcorn]], potions...)&lt;br /&gt;
*Attaining sufficient level and being one kill away from leveling up&lt;br /&gt;
*Accumulating boons from [[god|gods]]&lt;br /&gt;
*Useful items&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing XP gain, minimizing resource usage, and choosing an appropriate strategy.  It's worthwhile to note that while dungeon exploration is itself technically a limited resource, it is often desirable or even necessary to exhaust all dungeon exploration during this phase to maximize XP gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are multiple bosses, it can be helpful though, to leave some black space for regeneration between those fights.&lt;br /&gt;
&lt;br /&gt;
When reaching level 6 to 7, it's often beneficial to have explored most if not all of the dungeon, and begin creating an &amp;quot;XP farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain XP for further level steamrolling.  Note, it is less useful or even dangerous to leave creatures with the First Strike ability weakened as a part of an XP farm, as they will still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
''Main article : [[Exploration]]''&lt;br /&gt;
&lt;br /&gt;
Always remember that during build-up, black space is your main resource. Black space is mana and health. You will transform that health and mana into damage, experience, objects, etc. for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely. (Easier said than done, no?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might want to fully explore the map before the final boss fight to collect all remaining power ups and reveal all monsters.&lt;br /&gt;
&lt;br /&gt;
===The hunt for bonus XP===&lt;br /&gt;
''Main article : [[Level]]''&lt;br /&gt;
&lt;br /&gt;
One of your main goals in build-up phase is to gain enough experience to reach a high enough level to conduct the boss fight, and to create a nice [[popcorn]] bowl (for mid-fight level-up). However, if you stick to killing same-level monsters, you will never manage to rise higher than level 5, and will exhaust all potential popcorn. So you need to get bonus XP.&lt;br /&gt;
&lt;br /&gt;
The main source of bonus XP is killing monsters which have a higher level than you. The wider the difference, the bigger the bonus. But there are other tools to get bonus XP:&lt;br /&gt;
*[[IMAWAL]] which after being cast on a monster will award you a 50% XP bonus on your next kill. This works best if your next kill will award you a lot of XP. Also, note that the XP of the monster you petrified is lost, so prefer low level monsters, monsters which you won't kill (too tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*Slowing monsters for a tiny 1 bonus XP (still useful when cast extensively)&lt;br /&gt;
*Items such as the {{i|Balanced Dagger}}&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to gain levels with less XP&lt;br /&gt;
*Some gods will also give you boons helping to gain levels or bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing a higher level monster to kill (level +2 or +3), you might discover that killing it will cause you to level up. But you might be able to slip in another bonus XP kill (level +1 or +2) before leveling, thus optimizing XP bonuses. However, that will be one popcorn less. So it's up to you to decide which is the most important...&lt;br /&gt;
&lt;br /&gt;
===Popcorn collection===&lt;br /&gt;
''Main article : [[Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
It often is useful to recover health and mana during a boss fight. If you don't want to regen-fight or use potions, one way is to have a mid-fight level-up. The easiest way is to start the fight with your XP one (easy) kill from level-up.&lt;br /&gt;
&lt;br /&gt;
But if you wish to get 2 level-ups during the fight ('''level steamroll'''), you will need a lot of weak monsters to kill during your boss fight. That group of low level monsters is called a '''popcorn bowl'''. Leaving a lot of popcorn requires you to gain XP fast, leaving many monsters alive. One technique is to perform an '''experience catapult''' (killing a monster with an major difference in level, which makes you gain multiple levels at once):&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
Of course, this works better if you do it a low level.  &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
In the search for bonus XP (or simply gathering XP without exploring too much), you will have to choose your next target wisely.&lt;br /&gt;
* When possible try to go for the highest level monster.&lt;br /&gt;
* Only start fights that you will win: carefully read the combat prediction and check your resources before starting the fight.&lt;br /&gt;
* Pay attention to the monster's traits and make sure you know the consequences it will have. Hitting a life-steal and blinking monster when there is still a lot of black space left might not be the best move as you will probably have to start the fight all over again.&lt;br /&gt;
* If you are preparing a popcorn bowl, check that the monsters you are leaving actually are good popcorn. For example, cursing or death-gaze monsters might be dangerous as popcorn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of debuffs. For example, being mana burned or poisoned just before leveling up is really not a problem (as it will be cleared on level-up). Maybe 1 or 2 weakening or corrosion debuffs might not be such a big deal in exchange for critical XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to your god, especially when you can't afford losing XP. Some gods like you killing some monster types: ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undead), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undead, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is one important rule when taking items: they occupy room in your inventory, and the only way to get rid of them is to convert them. &lt;br /&gt;
It may be detrimental to fill your inventory with objects you don't need now, or to be obliged to convert an item too early to make room for another powerful artefact...&lt;br /&gt;
&lt;br /&gt;
So think twice before picking something up, and think twice too before converting an object.&lt;br /&gt;
&lt;br /&gt;
In the same way, spend you gold wisely in the shops.&lt;br /&gt;
&lt;br /&gt;
=== Single-use glyphs ===&lt;br /&gt;
Single-use glyphs are a special case of inventory management. If you know early on in the game that you will be worshiping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
LEMMISI is another situation where you might want to convert early, once you've done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== God selection ===&lt;br /&gt;
''Main article : [[gods]]''&lt;br /&gt;
&lt;br /&gt;
Gods are among the most powerful features in game, granting powerful boons. Actually, a good god understanding is one of the keys to successful [[vicious]] dungeon runs. But they might be scary as they will dislike some of you actions, or even punish you if your piety gets below 0.&lt;br /&gt;
&lt;br /&gt;
They are not equal; some will interact better with some classes (you'll get more information in the [[class]] pages), some will be more efficient if you worship them early (Glowing Guardian or Jehora Jeheyu), some can be worshiped or converted to in late game (Dracul or the Earthmother), some hate when you kill some monster types which might be important in your dungeon. &lt;br /&gt;
&lt;br /&gt;
So the trick is to understand what they could do for you, when is the right time to worship them, but also keep in mind that you are not obliged to always do what they wish you to do if you have enough piety in stock. Remember also that if you have more than 50 piety points, you can '''convert''' from one god to another (if there is more than 1 altar in your dungeon), which might entirely change your play style but also open new opportunities. Note that you will keep the traits the god offered you when converting.&lt;br /&gt;
&lt;br /&gt;
If you urgently '''need some piety''', other altars can be '''desecrated'''. The punishment for it might be costly, but it sometimes is extremely useful.&lt;br /&gt;
&lt;br /&gt;
'''Here is short review of existing gods:'''&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor is a god of resistance, resistance erosion and might. It is mainly fueled from wall destruction. It will help you tank huge damage and increase your attack. When used correctly, the knockback effect granted by the stone fist might be incredibly useful. &lt;br /&gt;
*{{g|Dracul}}: The dark god which helps you heal from blood pools and weak monsters. You'll hit stronger, but loose max resistance and max health. &lt;br /&gt;
*{{g|The Earthmother}}: An extremely powerful god, but which will clutter the map with plants. Used properly, you can get a huge amount of piety from her, transforming it into mana, multiple corrosion layers, first strike or resistance.&lt;br /&gt;
*{{g|Glowing Guardian}}: A good god to worship early for XP bonuses and health and mana regeneration in late game. It will clutter your inventory though.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible.&lt;br /&gt;
*{{g|Mystera Annur}}: The god to improve your glyph casting.&lt;br /&gt;
*{{g|Taurog}}: Taurog is good for melee fighters but will clutter your inventory with powerful objects. An easy to use god, which will provide you useful death protections in the late game. &lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. He loves money, and will help you hitting tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity who can be worshiped at the same time as other goods.&lt;br /&gt;
&lt;br /&gt;
==Boss fights==&lt;br /&gt;
Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do.  The first phase of the boss battle involves the player using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
==Combat tricks==&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
''Main article : [[Strike Order]]''&lt;br /&gt;
&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
=== Fireball Softener ===&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
=== Regen-fighting ===&lt;br /&gt;
''Main article : [[regen-fighting]]''&lt;br /&gt;
&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
===Slow Poison===&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
&lt;br /&gt;
=== Level-up Steamroll ===&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
''Main article : [[brawling]]''&lt;br /&gt;
&lt;br /&gt;
It often seems more efficient to fight only one monster at a time, entirely devoting your mana and health bar to this fight. But in some cases, it is actually much more efficient to fight two or more monsters at a time. Popcorn for mid fight level up is an example, but more are listed in the [[Brawling]] article.&lt;br /&gt;
&lt;br /&gt;
==Power builds and other odd tricks==&lt;br /&gt;
This section lists particularly powerful builds tricks and niche strategies, which -honestly- no sane person could have imagined. The fact that they have been developed tells a lot about DD Community's fading sanity.&lt;br /&gt;
&lt;br /&gt;
===Level 1 Boss fight===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Self Cannon===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Limitless lifesteal===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchbag===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Halflingzerker===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Acid Caster===&lt;br /&gt;
The Acid Caster is a build designed to kill the boss as a level 1 character by stacking layers of corrosion on the boss before a massive fireball chain. {{GnWi}} is best since he gets both cheaper fireballs and the ability to carry all his utility glyphs, but you can also do it as a {{GnSo}} or {{GnBl}} for their improved mana potions. Prep {{g|The Earthmother}} and cast {{s|IMAWAL}} on every enemy who is not in your way to build piety. Purchase 6 or so levels of the Greenblood boon just before fighting the boss or whenever your piety becomes full, and do not take Entanglement in this phase (the bonus XP is still given when you petrify enemies, and your goal is to not level up). This is much easier with the {{s|WEYTWUT}} and/or {{S|ENDISWAL}} glyphs, and on open levels.&lt;br /&gt;
&lt;br /&gt;
Explore the whole level before beginning the boss fight, and use all your mana potions and piety (for clearance--you can generate plants cheaply with Entanglement once you're done petrifying enemies) to fling fireballs at the boss until it dies. Helpful items include {{i|Crystal Ball}}, {{i|Keg of Mana}}, {{i|Dragon Soul}}, or anything else that gets you extra mana. The Extra Glyph preparation may be useful for an extra shot at valuable utility glyphs.&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
The Punchomancer is any character that spams {{s|PISORF}} until both bosses die, but is pulled off the best with an {{OrWi}}. Prep {{g|Binlor Ironshield}}, {{i|Crystal Ball}}, Extra Mana, Black Market, Sword, and anything else that looks appealing. Worship Binlor to get PISORF, level up a bit to get some damage, convert everything you see for even more damage, then position the bosses next to each other and cast PISORF until they both die. Refill your mana bar with midfight level-ups, potions, and the Crystal Ball as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Slime_Pit&amp;diff=52206</id>
		<title>The Slime Pit</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Slime_Pit&amp;diff=52206"/>
				<updated>2016-01-31T02:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added a &amp;quot;Quests&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The_Slime_Pit.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
The Slime Pit features Warlocks, Goo Blobs, Meat Men, Golems, and several unique monsters. Most have mediocre HP and attack (the same by level as a golem or serpent) and the following abilities:&lt;br /&gt;
&lt;br /&gt;
'''Gelatinous Thing:''' Retaliate: Fireball&lt;br /&gt;
&lt;br /&gt;
'''Slime Blob:''' Cursed (more durable than a Bandit)&lt;br /&gt;
&lt;br /&gt;
'''Muck Walker:''' Undead, Weakening Strike&lt;br /&gt;
&lt;br /&gt;
'''Acid Blob:''' poor HP, but Corrosive&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 120%.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
The two bosses of the Slime Pit are the Tower of Goo and Super Meat Man. These bosses are the same as fought elsewhere, but are relatively difficult because of the large pools of physical and magical resources needed to defeat them.&lt;br /&gt;
&lt;br /&gt;
== Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
After killing a certain number of enemies, all the Meat Men in the level begin to rot, which makes them all Poisonous and makes regen fighting them difficult. As you continue to kill monsters, the Meat Men rot further and become Corrosive as well--at this point it is probably not worth fighting any non-popcorn Meat Men. The boss, Super Meat Man, is fortunately not affected.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Recommended classes: Paladin, Monk, Warlord, Rogue.&lt;br /&gt;
&lt;br /&gt;
This dungeon can be deceptively hard, because you need very different strategies against the normal monsters and the bosses. Most of the regular monsters have below average health, and inflict special conditions in melee like Weakness, Curse and Corrosion, which makes them susceptible to characters that can deal a lot of damage. On the other hand, the bosses are very durable, but deal below average damage and have no special hazards, being easiest to beat with characters who are themselves very durable. The ideal strategy copes with both types of challenge.&lt;br /&gt;
&lt;br /&gt;
The {{c|Paladin}} is one of the best classes to bring down the bosses, especially if he carries a Really Big Sword. Sadly, he is also very severely impacted by the adverse conditions inflicted by the regular denizens, especially if he carries said Really Big Sword. It is therefor recommended that initially the player focus on the Meatmen primarily, and the Gelatinous Things, Golems and Goo Blobs secondarily, leaving the rest alone until they can be dealt with without any issue. The first opponent to defeat should be the Tower of Goo, after which the Really Big Sword can be converted, and the special monsters that were left alone at the start, can finally be disposed of. Generally, improving resistances and/or damage reduction favors this strategy the most. Packing {{g|Taurog}} for this level makes sense, as he provides damage bonus and resistances at the same time. The {{c|Monk}} plays similarly to the Paladin. Consider though that without the starting {{s|HALPMEH}}, Meat Men become dangerous as soon as they gain Poison strike, therefor eliminating them as quickly as possible is even more important.&lt;br /&gt;
&lt;br /&gt;
The {{c|Warlord}} is the antithesis of the Paladin for this dungeon, as he finds it very easy to dispose of most normal monsters, being generally unhindered by either Curse or Corrosion. He can reliably kill monsters that are 2 or more levels above himself. However, the bosses - especially the Super Meat Man - can be very challenging with this class. Again, the recommendation is to target the Tower of Goo first, and use as few resources as possible to defeat it, ideally lowering/ignoring its resistances via Really Big Sword, Binlor or Glowing Guardian, and potentially also leveling up mid-fight. The Super Meat Man might still force a change in strategy, which is when reserved blackspace and additional durability (resistances, sanguine, lifesteal, potions) can come in handy. Preparing the extra alchemy stores can be useful, because it can help wiping the Corrosion stacks, as well as purchase a Schadenfreude potion or a health / mana potion. The {{c|Rogue}} plays similarly to the Warlord. Be careful to have enough Health to fight the bosses! Consider making your character a Dwarf, or worship a god that can give you more Health or Physical Resistance like Glowing Guardian, Jehora or The Earthmother. It might be that you will be able to regen-fight the Super Meat Man earlier than the Tower of Goo due to its lower damage.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
===Bonus Bravery: Slime Pit===&lt;br /&gt;
Defeat The Slime Pit with the {{GoTi}}, {{GoTr}}, and {{GoCr}}&lt;br /&gt;
&lt;br /&gt;
Reward - {{i|Rock Heart}} and 500 Gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Creeplight_Ruins&amp;diff=52205</id>
		<title>Creeplight Ruins</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Creeplight_Ruins&amp;diff=52205"/>
				<updated>2016-01-31T02:11:40Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Made some major improvements under quests i had not considered yesterday&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Creeplight_Ruins.jpg|right|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|DungeonInfobox}}}&lt;br /&gt;
|Name=Creeplight Ruins&lt;br /&gt;
|ShortHand=CR&lt;br /&gt;
|Monsters={{m|Zombie}}s, {{m|Snake}}s, {{m|Golem}}s, {{m|Cultist}}s, {{m|Shade}}s&lt;br /&gt;
|Boss={{IcoLink|Anoobis.png|Creeplight Ruins#Boss|Anoobis}}&lt;br /&gt;
|SuggestedClasses=&lt;br /&gt;
|Unlock=[[Bigger Money Pit]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;[[Creeplight Ruins]] is a Hard difficulty dungeon, filled with evil reviving {{m|Cultist}}s. It is unlocked by completing [[Eastern Tundra]].&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 110%.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
'''Anoobis''', three formed boss: &lt;br /&gt;
&lt;br /&gt;
# [[File:Cultist.png]] ''Cultist'' (176 HP, 102 Attack, {{t|Magical attack}}, and {{t|Revives}})&lt;br /&gt;
# [[File:Zombie.png]] ''Zombie'' (217 HP, 82 Attack, 50% {{t|Magic resist}}, {{t|Undead}} and revives)&lt;br /&gt;
# [[File:Wraith.png]] ''Wraith'' (217 HP, 82 Attack, 60% {{t|Physical resist}}, {{t|Undead}}, and {{t|Mana burn}})&lt;br /&gt;
&lt;br /&gt;
Note: Anoobis provides no experience or gold when killed in his first and second form.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
There is '''always''' an extra subdungeon with a sign that says &amp;quot;''Hey Norman, here's the sacrificial {{m|Goat}} you were looking for. It's been pre-configured for ceremonial slaughter, so go ahead and kill it when you have a moment.''&amp;quot; Upon killing the {{m|Goat}} all {{m|Cultist}}s are transformed into {{m|Shade}}s of the same level.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Recommended Classes:''' {{c|Priest}}, {{c|Sorcerer}}, {{c|Bloodmage}}, {{c|Assassin}} (see [[Creeplight Contract]])&lt;br /&gt;
&lt;br /&gt;
This level is the first that tests new players staying power. There are really no specific tricks to beat this boss, you just need some sort of approach that gives you the strength and staying power to let you survive long enough, because your potions aren't gonna last long enough for 3 bosses.  Always make sure you save all of your {{i|Mana potion}}s to the last form, because you're going to need to {{s|BURNDAYRAZ}} this sucker. If you choose to use a {{c|Priest}}, your greatest difficulty will be the boss's first form, which is not undead and packs a heavy punch.  &lt;br /&gt;
&lt;br /&gt;
Although the Shades created when you slay the sacrificial goat may be intimidating, they are actually beneficial to your cause.  Because the cultists revive as zombies, you have to defeat them twice to earn experience, and you get credit for killing a monster one level lower than the cultist.  The shades may be powerful monsters, but you only have to fight them once and you get full credit for having done so.  As a result, it makes more sense to transform the cultists into shades and fight them in that state.  The most dangerous ability of the shades is the ability to drain your health and then teleport away when you attack them.  However, these abilities are functionally useless if the dungeon is already explored.  The general approach is to leave the cultists alone until you've fully explored the dungeon, then make them transform into shades.&lt;br /&gt;
&lt;br /&gt;
Because you can regenerate your health between fighting different boss stages, you will want to fight the first boss stage early.  However, he deals a large amount of damage and can 1-hit-KO most heroes with ease.  As a result, you'll need to find a way to get around his dangerous attacks in order to slay him as a lower-level character.  Because he is relatively fragile, it is possible to use the {{s|APHEELSIK}} glyph in combination with the {{s|BURNDAYRAZ}} glyph to whittle him away as you explore.  Unless you have some way to expand your health or magic resistance, a spellcasting strategy is by far the easiest to kill the first boss.&lt;br /&gt;
&lt;br /&gt;
With proper planning, the {{c|Assassin}} is a very strong class for defeating Creeplight Ruins.  A {{GoAs}} who begins the boss battle early and saves all his glyphs can often kill the first boss with poison hit-and-run alone, then use level-up catapults to slay the second boss, then use his potions against the third boss.  It's entirely possible for a {{GoAs}} to simply catapult past all three stages of the boss without ever using potions.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
===Cult of Personality===&lt;br /&gt;
Defeat Creeplight Ruins &lt;br /&gt;
&lt;br /&gt;
Reward - [[Berserker Camp]], [[Halls of Steel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlikely Heroes: Tundra Edition===&lt;br /&gt;
Defeat Creeplight Ruins with {{GoTh}}, {{GoWa}}, and {{GoBl}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=52204</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=52204"/>
				<updated>2016-01-31T02:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Made some major improvements under quests i had not considered yesterday.&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 {{i|Orb of Lusory}} spawns. It is unlocked by completing [[Creeplight Ruins]]. Completing [[Halls of Steel]] with four classes unlocks [[Vicious Steel]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. Monster difficulty is 120%.&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;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Berserker, Bloodmage, Monk, Paladin, Sorcerer, Transmuter&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;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
===Dancing Blades===&lt;br /&gt;
Defeat Halls of Steel with the {{c|Priest}}, {{c|Monk}}, and {{c|Paladin}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold &amp;amp; [[Namtar's Lair]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vicious Edge===&lt;br /&gt;
Defeat Halls of Steel with any 4 [[class]]es&lt;br /&gt;
&lt;br /&gt;
Reward - [[Vicious Steel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Creeplight_Ruins&amp;diff=52203</id>
		<title>Creeplight Ruins</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Creeplight_Ruins&amp;diff=52203"/>
				<updated>2016-01-30T03:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Edited the Quests section and added up-to-date info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Creeplight_Ruins.jpg|right|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|DungeonInfobox}}}&lt;br /&gt;
|Name=Creeplight Ruins&lt;br /&gt;
|ShortHand=CR&lt;br /&gt;
|Monsters={{m|Zombie}}s, {{m|Snake}}s, {{m|Golem}}s, {{m|Cultist}}s, {{m|Shade}}s&lt;br /&gt;
|Boss={{IcoLink|Anoobis.png|Creeplight Ruins#Boss|Anoobis}}&lt;br /&gt;
|SuggestedClasses=&lt;br /&gt;
|Unlock=[[Bigger Money Pit]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;[[Creeplight Ruins]] is a Hard difficulty dungeon, filled with evil reviving {{m|Cultist}}s. It is unlocked by completing [[Eastern Tundra]].&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 110%.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
'''Anoobis''', three formed boss: &lt;br /&gt;
&lt;br /&gt;
# [[File:Cultist.png]] ''Cultist'' (176 HP, 102 Attack, {{t|Magical attack}}, and {{t|Revives}})&lt;br /&gt;
# [[File:Zombie.png]] ''Zombie'' (217 HP, 82 Attack, 50% {{t|Magic resist}}, {{t|Undead}} and revives)&lt;br /&gt;
# [[File:Wraith.png]] ''Wraith'' (217 HP, 82 Attack, 60% {{t|Physical resist}}, {{t|Undead}}, and {{t|Mana burn}})&lt;br /&gt;
&lt;br /&gt;
Note: Anoobis provides no experience or gold when killed in his first and second form.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
There is '''always''' an extra subdungeon with a sign that says &amp;quot;''Hey Norman, here's the sacrificial {{m|Goat}} you were looking for. It's been pre-configured for ceremonial slaughter, so go ahead and kill it when you have a moment.''&amp;quot; Upon killing the {{m|Goat}} all {{m|Cultist}}s are transformed into {{m|Shade}}s of the same level.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Recommended Classes:''' {{c|Priest}}, {{c|Sorcerer}}, {{c|Bloodmage}}, {{c|Assassin}} (see [[Creeplight Contract]])&lt;br /&gt;
&lt;br /&gt;
This level is the first that tests new players staying power. There are really no specific tricks to beat this boss, you just need some sort of approach that gives you the strength and staying power to let you survive long enough, because your potions aren't gonna last long enough for 3 bosses.  Always make sure you save all of your {{i|Mana potion}}s to the last form, because you're going to need to {{s|BURNDAYRAZ}} this sucker. If you choose to use a {{c|Priest}}, your greatest difficulty will be the boss's first form, which is not undead and packs a heavy punch.  &lt;br /&gt;
&lt;br /&gt;
Although the Shades created when you slay the sacrificial goat may be intimidating, they are actually beneficial to your cause.  Because the cultists revive as zombies, you have to defeat them twice to earn experience, and you get credit for killing a monster one level lower than the cultist.  The shades may be powerful monsters, but you only have to fight them once and you get full credit for having done so.  As a result, it makes more sense to transform the cultists into shades and fight them in that state.  The most dangerous ability of the shades is the ability to drain your health and then teleport away when you attack them.  However, these abilities are functionally useless if the dungeon is already explored.  The general approach is to leave the cultists alone until you've fully explored the dungeon, then make them transform into shades.&lt;br /&gt;
&lt;br /&gt;
Because you can regenerate your health between fighting different boss stages, you will want to fight the first boss stage early.  However, he deals a large amount of damage and can 1-hit-KO most heroes with ease.  As a result, you'll need to find a way to get around his dangerous attacks in order to slay him as a lower-level character.  Because he is relatively fragile, it is possible to use the {{s|APHEELSIK}} glyph in combination with the {{s|BURNDAYRAZ}} glyph to whittle him away as you explore.  Unless you have some way to expand your health or magic resistance, a spellcasting strategy is by far the easiest to kill the first boss.&lt;br /&gt;
&lt;br /&gt;
With proper planning, the {{c|Assassin}} is a very strong class for defeating Creeplight Ruins.  A {{GoAs}} who begins the boss battle early and saves all his glyphs can often kill the first boss with poison hit-and-run alone, then use level-up catapults to slay the second boss, then use his potions against the third boss.  It's entirely possible for a {{GoAs}} to simply catapult past all three stages of the boss without ever using potions.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Two quests exist in the Creeplight Ruins&lt;br /&gt;
&lt;br /&gt;
Cult of Personality: Defeat Creeplight Ruins &lt;br /&gt;
&lt;br /&gt;
Reward:  [[Berserker Camp]], [[Halls of Steel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlikely Heroes: Tundra Edition: Defeat Creeplight Ruins with Goblin Thief, Goblin Warlord, and Goblin Bloodmage&lt;br /&gt;
&lt;br /&gt;
Reward: 500 Gold&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=52202</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=52202"/>
				<updated>2016-01-30T03:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Updated the Quests section with up-to-date info&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 {{i|Orb of Lusory}} spawns. It is unlocked by completing [[Creeplight Ruins]]. Completing [[Halls of Steel]] with four classes unlocks [[Vicious Steel]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. Monster difficulty is 120%.&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;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Berserker, Bloodmage, Monk, Paladin, Sorcerer, Transmuter&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;
== Quests ==&lt;br /&gt;
Two quests exist in the Halls of Steel&lt;br /&gt;
&lt;br /&gt;
Dancing Blades: Defeat the dungeon with the Priest, Monk &amp;amp; Paladin&lt;br /&gt;
&lt;br /&gt;
Reward: 500 Gold &amp;amp; [[Namtar's Lair]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Edge: Defeat the dungeon with any 4 classes&lt;br /&gt;
&lt;br /&gt;
Reward: [[Vicious Steel]]&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52201</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52201"/>
				<updated>2016-01-30T02:19:56Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Fixed all broken links under dungeons and monsters and added the last 3 locker slots &amp;amp; Vicious Token to preparations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things that need to be unlocked in DD.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
For all unlocks that involve finding something in a dungeon run, you are required to leave the dungeon alive. You do not have to win, and the item will not be unlocked if you die.&lt;br /&gt;
&lt;br /&gt;
This page is still under heavy construction, as are many of the pages it links to.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
[[Human]]: [[Human Settlement]]. Starting race. &lt;br /&gt;
&lt;br /&gt;
[[Elf]]: [[Elf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]: [[Dwarf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Halfling]]: [[Halfling Settlement]]. Found in a [[sub dungeon]]. Will join if given a health potion.&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]: [[Gnome Settlement]]. Found in a [[sub dungeon]]. Will join if given a mana potion.&lt;br /&gt;
&lt;br /&gt;
[[Orc]]: Search [[Western Dungeons]] for [[sub dungeon]] with [[Orc]] who will have you drink a potion.&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]: Search [[Southern Dungeons]] for a [[sub dungeon]] with a [[Goblin]] who wants money (20 gold).&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]: Guild lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Warlord]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]: Mage Tower lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bloodmage]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Priest]]: Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Monk]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Paladin]]: Church lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Thief]]: Thieves' Den lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Assassin]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Tinker]]: Found in [[sub dungeon]] enclosed by walls (Requires [[Alchemist]] unlocked)&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]: Found in a [[sub dungeon]] after unlocking all 9 [[Gods]], requires 100 piety with any god&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]: Found in a [[sub dungeon]] randomly. Unknown if any pre-req&lt;br /&gt;
&lt;br /&gt;
[[Chemist]]: Found in a [[sub dungeon]], requires destroying the walls for an item.&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Half-Dragon]]: Requires completing [[Dragon Isles]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Gorgon_(Class)|Gorgon]]: Requires completing [[Naga City]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]: Requires completing [[Halls of Steel]](Vicious) with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Goatperson]]: Upgrade the Goat Glade added with the Goatperson DLC&lt;br /&gt;
&lt;br /&gt;
[[Rat Monarch]]: Requires completing [[Demonic Library]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
[[Wraith]]: Unlock [[Berserker]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goo Blob]]: Unlock [[Warlord]] Class&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]: Unlock [[Rogue]] Class&lt;br /&gt;
&lt;br /&gt;
[[Bandit]]: Unlock [[Assassin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Serpent]]: Unlock [[Monk]] Class&lt;br /&gt;
&lt;br /&gt;
[[Dragon Spawn]]: Unlock [[Paladin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goat]]: Unlock [[Sorcerer]] Class&lt;br /&gt;
&lt;br /&gt;
[[Golem]]: Unlock [[Bloodmage]] Class&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
[[Glowing Guardian]]: Found in the [[East]] ([[sub dungeon]] with path and 3 [[Zombies]] of increasing level)&lt;br /&gt;
&lt;br /&gt;
[[Dracul]]: Found in the [[East]] ([[Sub dungeon]] with your clone, you are locked in) (prerequisite: [[Glowing Guardian]])&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]]: Found in the [[North]] ([[Sub dungeon]] with 999 hp dragon, creative use of magic will get you past him)&lt;br /&gt;
&lt;br /&gt;
[[Jehora Jeheyu]]: Found in the [[North]] ([[Sub dungeon]] has imps and an alter, you will need [[ENDISWAL]] to escape) (Requires [[Mystera]])&lt;br /&gt;
&lt;br /&gt;
[[Taurog]]: Found in the [[West]] ([[Sub dungeon]].. large room with [[Taurog]] altar at the center)&lt;br /&gt;
&lt;br /&gt;
[[Binlor]]: Found in the [[West]] ([[Sub dungeon]] small room surround in walls, smash walls to find alter)(Requires [[Taurog]])&lt;br /&gt;
&lt;br /&gt;
[[Tikki Tooki]]: Found in the [[South]] ([[Sub dungeon]] with reviving enemy, unlocked by killing all forms without taking a hit) (Requires [[The Earthmother]])&lt;br /&gt;
&lt;br /&gt;
[[Earthmother]]: Found in the [[South]] ([[Sub dungeon]] filled with plants)&lt;br /&gt;
&lt;br /&gt;
[[Pactmaker]]: Found anywhere ([[Sub dungeon]] giant room with alter in the middle, touch alter with all other gods unlocked to unlock) (prerequisite: Unlock any god)&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
&lt;br /&gt;
[[Hexx Ruins]]: Defeat [[Southern Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Ick Swamp]]: Find Naga [[sub dungeon]] after completing [[Hexx Ruins]] at least once.&lt;br /&gt;
&lt;br /&gt;
[[Naga City]]: Complete [[Ick Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[The Labyrinth]]: Defeat [[Western Jungle]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon Isles]]: Defeat [[The Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Hard): Defeat [[Creeplight Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Vicious): Defeat [[Halls of Steel]](Hard) with 4 classes&lt;br /&gt;
&lt;br /&gt;
[[Namtar's Lair]]: Defeat [[Halls of Steel]](Hard)&lt;br /&gt;
&lt;br /&gt;
[[Shifting Passages]]: Defeat [[Northern Desert]]&lt;br /&gt;
&lt;br /&gt;
[[Demonic Library]]: Defeat [[Shifting Passages]]&lt;br /&gt;
&lt;br /&gt;
[[Tower of Gaan-Telet]](Hard): Opened by quest progression in game and getting one of every trophy.&lt;br /&gt;
&lt;br /&gt;
[[Tower of Gaan-Telet]](Vicious): Opened by completing [[Tower of Gaan-Telet]](Hard)&lt;br /&gt;
&lt;br /&gt;
== Kingdom Buildings ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 1: Buy Portal scroll and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 2: Quest Reward, buy all shops in a single run&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 1: Complete [[Dangerous Investments]] and [[Venture Capital]]&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 2: Complete &lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 1: [[Eastern Tundra]] [[sub dungeon]]. You have to gather 5 items from killing plants&lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 1: Buy Philosopher's stone and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 2: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 3: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Explorer's Guild]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Tavern]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Taxidermist]]: [[Taxidermy]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Human Settlement]]: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 1: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 2: 1,000 gold, requires [[Guild]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 3: 2,000 gold, requires [[Guild]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 2: 1,000 gold, requires [[Mage Tower]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 3: 2,000 gold, requires [[Mage Tower]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 2: 1,000 gold, requires [[Church]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 3: 2,000 gold, requires [[Church]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 2: 1,000 gold, requires [[Thieves' Den]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 3: 2,000 gold, requires [[Thieves' Den]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 1: 200 gold, requires Thieves' Den lvl 1, Mage Tower lvl 1, or Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 3: 1250 gold&lt;br /&gt;
&lt;br /&gt;
[[Elven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Elven Settlement]]: 200 gold, requires [[Elven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Settlement]]: 200 gold, requires [[Dwarven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Gnome Camp]]: [[Find the Gnomes]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Gnome Settlement]]: 500 gold, requires [[Gnome Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Halfling Camp]]: [[Find the Halflings]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Halfling Settlement]]: 500 gold, requires [[Halfling Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Goat Glade]]: 3000 Gold, requires Special Edition (or Goatperson DLC) content, and having unlocked 4 Altars.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Preparations ==&lt;br /&gt;
&lt;br /&gt;
[[Shop Scroll]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Apothecary]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Black Market]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bet on the Boss]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Smuggler Den]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Patches the Teddy]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[3-Slot Locker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[6-Slot Locker]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
7 8 &amp;amp; 9-Slot Locker: Purchased from lvl 3 Bank individually&lt;br /&gt;
&lt;br /&gt;
[[Magnet Fire]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Fewer Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Boosters]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Guaranteed God]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Altar]]: Church lvl 3 (requires all 9 gods)&lt;br /&gt;
&lt;br /&gt;
[[Expanded Potion Kit]]: Witch&lt;br /&gt;
&lt;br /&gt;
Sword: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Shield: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Bear Mace: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Perseverance Badge: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Slayer's Wand: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Really Big Sword: Blacksmith lvl 3&lt;br /&gt;
&lt;br /&gt;
Compression Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Transmutation Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Translocation Seal: Alchemist lvl 2&lt;br /&gt;
&lt;br /&gt;
Vicious Token: Oh, Horatio! quest&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Whurrgarbl}}: [[Berserker Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Trisword}}: [[Warlord Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Midas Gloves}}: [[Rogue Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Agnostic's Collar}}: [[Paladin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Blue Bead}}: [[Sorcerer Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Blade}}: [[Assassin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Vampiric Blade}}: [[Bloodmage Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Martyr Wraps}}: [[Monk Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Witchalok Pendant}}: [[Halflings Ho!]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Fire Heart}}: [[Ice and Fury]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Mage Plate}}: [[Wizard Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Battlemage Ring}}: [[Minecraft]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Hero's Helm}}: [[Confidence]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}}: From completing quest to win Den of Danger with second tier classes.&lt;br /&gt;
&lt;br /&gt;
{{i|Soul Orb}}: [[Hello, gnomes!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}}: [[Hello, halflings!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The Steam version of Desktop Dungeons has [[Achievements]].  These do not unlock anything, and are not present in other versions of Desktop Dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52200</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52200"/>
				<updated>2016-01-29T07:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Noticed broken dragon isles link after checking the preview and confirming, apologies for two edits in a row.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things that need to be unlocked in DD.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
For all unlocks that involve finding something in a dungeon run, you are required to leave the dungeon alive. You do not have to win, and the item will not be unlocked if you die.&lt;br /&gt;
&lt;br /&gt;
This page is still under heavy construction, as are many of the pages it links to.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
[[Human]]: [[Human Settlement]]. Starting race. &lt;br /&gt;
&lt;br /&gt;
[[Elf]]: [[Elf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]: [[Dwarf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Halfling]]: [[Halfling Settlement]]. Found in a [[sub dungeon]]. Will join if given a health potion.&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]: [[Gnome Settlement]]. Found in a [[sub dungeon]]. Will join if given a mana potion.&lt;br /&gt;
&lt;br /&gt;
[[Orc]]: Search [[Western Dungeons]] for [[sub dungeon]] with [[Orc]] who will have you drink a potion.&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]: Search [[Southern Dungeons]] for a [[sub dungeon]] with a [[Goblin]] who wants money (20 gold).&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]: Guild lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Warlord]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]: Mage Tower lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bloodmage]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Priest]]: Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Monk]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Paladin]]: Church lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Thief]]: Thieves' Den lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Assassin]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Tinker]]: Found in [[sub dungeon]] enclosed by walls (Requires [[Alchemist]] unlocked)&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]: Found in a [[sub dungeon]] after unlocking all 9 [[Gods]], requires 100 piety with any god&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]: Found in a [[sub dungeon]] randomly. Unknown if any pre-req&lt;br /&gt;
&lt;br /&gt;
[[Chemist]]: Found in a [[sub dungeon]], requires destroying the walls for an item.&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Half-Dragon]]: Requires completing [[Dragon Isles]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Gorgon_(Class)|Gorgon]]: Requires completing [[Naga City]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]: Requires completing [[Halls of Steel]](Vicious) with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Goatperson]]: Upgrade the Goat Glade added with the Goatperson DLC&lt;br /&gt;
&lt;br /&gt;
[[Rat Monarch]]: Requires completing [[Demonic Library]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
[[Wraiths]]: Unlock [[Berserker]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goo Blob]]: Unlock [[Warlord]] Class&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]: Unlock [[Rogue]] Class&lt;br /&gt;
&lt;br /&gt;
[[Bandit]]: Unlock [[Assassin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Serpent]]: Unlock [[Monk]] Class&lt;br /&gt;
&lt;br /&gt;
[[Dragon Spawn]]: Unlock [[Paladin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goat]]: Unlock [[Sorcerer]] Class&lt;br /&gt;
&lt;br /&gt;
[[Golem]]: Unlock [[Bloodmage]] Class&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
[[Glowing Guardian]]: Found in the [[East]] ([[sub dungeon]] with path and 3 [[Zombies]] of increasing level)&lt;br /&gt;
&lt;br /&gt;
[[Dracul]]: Found in the [[East]] ([[Sub dungeon]] with your clone, you are locked in) (prerequisite: [[Glowing Guardian]])&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]]: Found in the [[North]] ([[Sub dungeon]] with 999 hp dragon, creative use of magic will get you past him)&lt;br /&gt;
&lt;br /&gt;
[[Jehora Jeheyu]]: Found in the [[North]] ([[Sub dungeon]] has imps and an alter, you will need [[ENDISWAL]] to escape) (Requires [[Mystera]])&lt;br /&gt;
&lt;br /&gt;
[[Taurog]]: Found in the [[West]] ([[Sub dungeon]].. large room with [[Taurog]] altar at the center)&lt;br /&gt;
&lt;br /&gt;
[[Binlor]]: Found in the [[West]] ([[Sub dungeon]] small room surround in walls, smash walls to find alter)(Requires [[Taurog]])&lt;br /&gt;
&lt;br /&gt;
[[Tikki Tooki]]: Found in the [[South]] ([[Sub dungeon]] with reviving enemy, unlocked by killing all forms without taking a hit) (Requires [[The Earthmother]])&lt;br /&gt;
&lt;br /&gt;
[[Earthmother]]: Found in the [[South]] ([[Sub dungeon]] filled with plants)&lt;br /&gt;
&lt;br /&gt;
[[Pactmaker]]: Found anywhere ([[Sub dungeon]] giant room with alter in the middle, touch alter with all other gods unlocked to unlock) (prerequisite: Unlock any god)&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
&lt;br /&gt;
[[Hexx Ruins]]: Defeat [[Southern Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Ick Swamp]]: Find Naga [[sub dungeon]] after completing [[Hexx Ruins]] at least once.&lt;br /&gt;
&lt;br /&gt;
[[Naga City]]: Complete [[Ick Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Labyrinth]]: Defeat [[Western Jungle]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon Isle]]: Defeat [[Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Hard): Defeat [[Creeplight Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Vicious): Defeat [[Halls of Steel]](Hard) with 4 classes&lt;br /&gt;
&lt;br /&gt;
[[Namtar's Lair]]: Defeat [[Halls of Steel]](Hard)&lt;br /&gt;
&lt;br /&gt;
[[Shifting Passage]]: Defeat [[Northern Desert]]&lt;br /&gt;
&lt;br /&gt;
[[Demonic Library]]: Defeat [[Shifting Passage]]&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Hard): Opened by quest progression in game and getting one of every trophy.&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Vicious): Opened by completed [[Gaan'talet]](Hard)&lt;br /&gt;
&lt;br /&gt;
== Kingdom Buildings ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 1: Buy Portal scroll and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 2: Quest Reward, buy all shops in a single run&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 1: Complete [[Dangerous Investments]] and [[Venture Capital]]&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 2: Complete &lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 1: [[Eastern Tundra]] [[sub dungeon]]. You have to gather 5 items from killing plants&lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 1: Buy Philosopher's stone and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 2: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 3: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Explorer's Guild]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Tavern]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Taxidermist]]: [[Taxidermy]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Human Settlement]]: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 1: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 2: 1,000 gold, requires [[Guild]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 3: 2,000 gold, requires [[Guild]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 2: 1,000 gold, requires [[Mage Tower]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 3: 2,000 gold, requires [[Mage Tower]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 2: 1,000 gold, requires [[Church]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 3: 2,000 gold, requires [[Church]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 2: 1,000 gold, requires [[Thieves' Den]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 3: 2,000 gold, requires [[Thieves' Den]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 1: 200 gold, requires Thieves' Den lvl 1, Mage Tower lvl 1, or Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 3: 1250 gold&lt;br /&gt;
&lt;br /&gt;
[[Elven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Elven Settlement]]: 200 gold, requires [[Elven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Settlement]]: 200 gold, requires [[Dwarven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Gnome Camp]]: [[Find the Gnomes]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Gnome Settlement]]: 500 gold, requires [[Gnome Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Halfling Camp]]: [[Find the Halflings]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Halfling Settlement]]: 500 gold, requires [[Halfling Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Goat Glade]]: 3000 Gold, requires Special Edition (or Goatperson DLC) content, and having unlocked 4 Altars.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Preparations ==&lt;br /&gt;
&lt;br /&gt;
[[Shop Scroll]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Apothecary]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Black Market]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bet on the Boss]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Smuggler Den]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Patches the Teddy]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[3-Slot Locker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[6-Slot Locker]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Magnet Fire]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Fewer Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Boosters]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Guaranteed God]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Altar]]: Church lvl 3 (requires all 9 gods)&lt;br /&gt;
&lt;br /&gt;
[[Expanded Potion Kit]]: Witch&lt;br /&gt;
&lt;br /&gt;
Sword: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Shield: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Bear Mace: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Perseverance Badge: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Slayer's Wand: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Really Big Sword: Blacksmith lvl 3&lt;br /&gt;
&lt;br /&gt;
Compression Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Transmutation Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Translocation Seal: Alchemist lvl 2&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Whurrgarbl}}: [[Berserker Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Trisword}}: [[Warlord Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Midas Gloves}}: [[Rogue Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Agnostic's Collar}}: [[Paladin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Blue Bead}}: [[Sorcerer Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Blade}}: [[Assassin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Vampiric Blade}}: [[Bloodmage Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Martyr Wraps}}: [[Monk Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Witchalok Pendant}}: [[Halflings Ho!]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Fire Heart}}: [[Ice and Fury]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Mage Plate}}: [[Wizard Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Battlemage Ring}}: [[Minecraft]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Hero's Helm}}: [[Confidence]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}}: From completing quest to win Den of Danger with second tier classes.&lt;br /&gt;
&lt;br /&gt;
{{i|Soul Orb}}: [[Hello, gnomes!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}}: [[Hello, halflings!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The Steam version of Desktop Dungeons has [[Achievements]].  These do not unlock anything, and are not present in other versions of Desktop Dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52199</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52199"/>
				<updated>2016-01-29T07:48:27Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added Chemist and slightly edited text for the Crusader &amp;amp; Transmuter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things that need to be unlocked in DD.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
For all unlocks that involve finding something in a dungeon run, you are required to leave the dungeon alive. You do not have to win, and the item will not be unlocked if you die.&lt;br /&gt;
&lt;br /&gt;
This page is still under heavy construction, as are many of the pages it links to.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
[[Human]]: [[Human Settlement]]. Starting race. &lt;br /&gt;
&lt;br /&gt;
[[Elf]]: [[Elf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]: [[Dwarf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Halfling]]: [[Halfling Settlement]]. Found in a [[sub dungeon]]. Will join if given a health potion.&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]: [[Gnome Settlement]]. Found in a [[sub dungeon]]. Will join if given a mana potion.&lt;br /&gt;
&lt;br /&gt;
[[Orc]]: Search [[Western Dungeons]] for [[sub dungeon]] with [[Orc]] who will have you drink a potion.&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]: Search [[Southern Dungeons]] for a [[sub dungeon]] with a [[Goblin]] who wants money (20 gold).&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]: Guild lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Warlord]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]: Mage Tower lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bloodmage]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Priest]]: Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Monk]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Paladin]]: Church lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Thief]]: Thieves' Den lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Assassin]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Tinker]]: Found in [[sub dungeon]] enclosed by walls (Requires [[Alchemist]] unlocked)&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]: Found in a [[sub dungeon]] after unlocking all 9 [[Gods]], requires 100 piety with any god&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]: Found in a [[sub dungeon]] randomly. Unknown if any pre-req&lt;br /&gt;
&lt;br /&gt;
[[Chemist]]: Found in a [[sub dungeon]], requires destroying the walls for an item.&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Half-Dragon]]: Requires completing [[Dragon Isle]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Gorgon_(Class)|Gorgon]]: Requires completing [[Naga City]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]: Requires completing [[Halls of Steel]](Vicious) with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Goatperson]]: Upgrade the Goat Glade added with the Goatperson DLC&lt;br /&gt;
&lt;br /&gt;
[[Rat Monarch]]: Requires completing [[Demonic Library]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
[[Wraiths]]: Unlock [[Berserker]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goo Blob]]: Unlock [[Warlord]] Class&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]: Unlock [[Rogue]] Class&lt;br /&gt;
&lt;br /&gt;
[[Bandit]]: Unlock [[Assassin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Serpent]]: Unlock [[Monk]] Class&lt;br /&gt;
&lt;br /&gt;
[[Dragon Spawn]]: Unlock [[Paladin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goat]]: Unlock [[Sorcerer]] Class&lt;br /&gt;
&lt;br /&gt;
[[Golem]]: Unlock [[Bloodmage]] Class&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
[[Glowing Guardian]]: Found in the [[East]] ([[sub dungeon]] with path and 3 [[Zombies]] of increasing level)&lt;br /&gt;
&lt;br /&gt;
[[Dracul]]: Found in the [[East]] ([[Sub dungeon]] with your clone, you are locked in) (prerequisite: [[Glowing Guardian]])&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]]: Found in the [[North]] ([[Sub dungeon]] with 999 hp dragon, creative use of magic will get you past him)&lt;br /&gt;
&lt;br /&gt;
[[Jehora Jeheyu]]: Found in the [[North]] ([[Sub dungeon]] has imps and an alter, you will need [[ENDISWAL]] to escape) (Requires [[Mystera]])&lt;br /&gt;
&lt;br /&gt;
[[Taurog]]: Found in the [[West]] ([[Sub dungeon]].. large room with [[Taurog]] altar at the center)&lt;br /&gt;
&lt;br /&gt;
[[Binlor]]: Found in the [[West]] ([[Sub dungeon]] small room surround in walls, smash walls to find alter)(Requires [[Taurog]])&lt;br /&gt;
&lt;br /&gt;
[[Tikki Tooki]]: Found in the [[South]] ([[Sub dungeon]] with reviving enemy, unlocked by killing all forms without taking a hit) (Requires [[The Earthmother]])&lt;br /&gt;
&lt;br /&gt;
[[Earthmother]]: Found in the [[South]] ([[Sub dungeon]] filled with plants)&lt;br /&gt;
&lt;br /&gt;
[[Pactmaker]]: Found anywhere ([[Sub dungeon]] giant room with alter in the middle, touch alter with all other gods unlocked to unlock) (prerequisite: Unlock any god)&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
&lt;br /&gt;
[[Hexx Ruins]]: Defeat [[Southern Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Ick Swamp]]: Find Naga [[sub dungeon]] after completing [[Hexx Ruins]] at least once.&lt;br /&gt;
&lt;br /&gt;
[[Naga City]]: Complete [[Ick Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Labyrinth]]: Defeat [[Western Jungle]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon Isle]]: Defeat [[Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Hard): Defeat [[Creeplight Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Vicious): Defeat [[Halls of Steel]](Hard) with 4 classes&lt;br /&gt;
&lt;br /&gt;
[[Namtar's Lair]]: Defeat [[Halls of Steel]](Hard)&lt;br /&gt;
&lt;br /&gt;
[[Shifting Passage]]: Defeat [[Northern Desert]]&lt;br /&gt;
&lt;br /&gt;
[[Demonic Library]]: Defeat [[Shifting Passage]]&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Hard): Opened by quest progression in game and getting one of every trophy.&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Vicious): Opened by completed [[Gaan'talet]](Hard)&lt;br /&gt;
&lt;br /&gt;
== Kingdom Buildings ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 1: Buy Portal scroll and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 2: Quest Reward, buy all shops in a single run&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 1: Complete [[Dangerous Investments]] and [[Venture Capital]]&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 2: Complete &lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 1: [[Eastern Tundra]] [[sub dungeon]]. You have to gather 5 items from killing plants&lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 1: Buy Philosopher's stone and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 2: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 3: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Explorer's Guild]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Tavern]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Taxidermist]]: [[Taxidermy]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Human Settlement]]: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 1: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 2: 1,000 gold, requires [[Guild]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 3: 2,000 gold, requires [[Guild]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 2: 1,000 gold, requires [[Mage Tower]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 3: 2,000 gold, requires [[Mage Tower]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 2: 1,000 gold, requires [[Church]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 3: 2,000 gold, requires [[Church]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 2: 1,000 gold, requires [[Thieves' Den]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 3: 2,000 gold, requires [[Thieves' Den]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 1: 200 gold, requires Thieves' Den lvl 1, Mage Tower lvl 1, or Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 3: 1250 gold&lt;br /&gt;
&lt;br /&gt;
[[Elven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Elven Settlement]]: 200 gold, requires [[Elven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Settlement]]: 200 gold, requires [[Dwarven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Gnome Camp]]: [[Find the Gnomes]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Gnome Settlement]]: 500 gold, requires [[Gnome Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Halfling Camp]]: [[Find the Halflings]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Halfling Settlement]]: 500 gold, requires [[Halfling Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Goat Glade]]: 3000 Gold, requires Special Edition (or Goatperson DLC) content, and having unlocked 4 Altars.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Preparations ==&lt;br /&gt;
&lt;br /&gt;
[[Shop Scroll]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Apothecary]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Black Market]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bet on the Boss]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Smuggler Den]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Patches the Teddy]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[3-Slot Locker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[6-Slot Locker]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Magnet Fire]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Fewer Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Boosters]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Guaranteed God]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Altar]]: Church lvl 3 (requires all 9 gods)&lt;br /&gt;
&lt;br /&gt;
[[Expanded Potion Kit]]: Witch&lt;br /&gt;
&lt;br /&gt;
Sword: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Shield: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Bear Mace: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Perseverance Badge: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Slayer's Wand: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Really Big Sword: Blacksmith lvl 3&lt;br /&gt;
&lt;br /&gt;
Compression Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Transmutation Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Translocation Seal: Alchemist lvl 2&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Whurrgarbl}}: [[Berserker Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Trisword}}: [[Warlord Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Midas Gloves}}: [[Rogue Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Agnostic's Collar}}: [[Paladin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Blue Bead}}: [[Sorcerer Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Blade}}: [[Assassin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Vampiric Blade}}: [[Bloodmage Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Martyr Wraps}}: [[Monk Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Witchalok Pendant}}: [[Halflings Ho!]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Fire Heart}}: [[Ice and Fury]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Mage Plate}}: [[Wizard Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Battlemage Ring}}: [[Minecraft]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Hero's Helm}}: [[Confidence]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}}: From completing quest to win Den of Danger with second tier classes.&lt;br /&gt;
&lt;br /&gt;
{{i|Soul Orb}}: [[Hello, gnomes!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}}: [[Hello, halflings!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The Steam version of Desktop Dungeons has [[Achievements]].  These do not unlock anything, and are not present in other versions of Desktop Dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52198</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Unlockables&amp;diff=52198"/>
				<updated>2016-01-29T07:40:08Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added info on the Goatperson &amp;amp; Rat Monarch under the Monster Classes section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things that need to be unlocked in DD.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
For all unlocks that involve finding something in a dungeon run, you are required to leave the dungeon alive. You do not have to win, and the item will not be unlocked if you die.&lt;br /&gt;
&lt;br /&gt;
This page is still under heavy construction, as are many of the pages it links to.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
[[Human]]: [[Human Settlement]]. Starting race. &lt;br /&gt;
&lt;br /&gt;
[[Elf]]: [[Elf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]: [[Dwarf Settlement]]. Found via quest progression. &lt;br /&gt;
&lt;br /&gt;
[[Halfling]]: [[Halfling Settlement]]. Found in a [[sub dungeon]]. Will join if given a health potion.&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]: [[Gnome Settlement]]. Found in a [[sub dungeon]]. Will join if given a mana potion.&lt;br /&gt;
&lt;br /&gt;
[[Orc]]: Search [[Western Dungeons]] for [[sub dungeon]] with [[Orc]] who will have you drink a potion.&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]: Search [[Southern Dungeons]] for a [[sub dungeon]] with a [[Goblin]] who wants money (20 gold).&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]: Guild lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Warlord]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]: Mage Tower lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bloodmage]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Priest]]: Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Monk]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Paladin]]: Church lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Thief]]: Thieves' Den lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Assassin]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Tinker]]: Found in [[sub dungeon]] enclosed by walls (Requires [[Alchemist]] unlocked)&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]: [[sub dungeon]] after unlocking all 9 [[Gods]], requires 100 piety with any god&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]: Found in [[sub dungeon]] randomly. Unknown if any pre-req&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
&lt;br /&gt;
[[Half-Dragon]]: Requires completing [[Dragon Isle]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Gorgon_(Class)|Gorgon]]: Requires completing [[Naga City]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]: Requires completing [[Halls of Steel]](Vicious) with 3 classes&lt;br /&gt;
&lt;br /&gt;
[[Goatperson]]: Upgrade the Goat Glade added with the Goatperson DLC&lt;br /&gt;
&lt;br /&gt;
[[Rat Monarch]]: Requires completing [[Demonic Library]] with 3 classes&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
[[Wraiths]]: Unlock [[Berserker]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goo Blob]]: Unlock [[Warlord]] Class&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]: Unlock [[Rogue]] Class&lt;br /&gt;
&lt;br /&gt;
[[Bandit]]: Unlock [[Assassin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Serpent]]: Unlock [[Monk]] Class&lt;br /&gt;
&lt;br /&gt;
[[Dragon Spawn]]: Unlock [[Paladin]] Class&lt;br /&gt;
&lt;br /&gt;
[[Goat]]: Unlock [[Sorcerer]] Class&lt;br /&gt;
&lt;br /&gt;
[[Golem]]: Unlock [[Bloodmage]] Class&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
[[Glowing Guardian]]: Found in the [[East]] ([[sub dungeon]] with path and 3 [[Zombies]] of increasing level)&lt;br /&gt;
&lt;br /&gt;
[[Dracul]]: Found in the [[East]] ([[Sub dungeon]] with your clone, you are locked in) (prerequisite: [[Glowing Guardian]])&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]]: Found in the [[North]] ([[Sub dungeon]] with 999 hp dragon, creative use of magic will get you past him)&lt;br /&gt;
&lt;br /&gt;
[[Jehora Jeheyu]]: Found in the [[North]] ([[Sub dungeon]] has imps and an alter, you will need [[ENDISWAL]] to escape) (Requires [[Mystera]])&lt;br /&gt;
&lt;br /&gt;
[[Taurog]]: Found in the [[West]] ([[Sub dungeon]].. large room with [[Taurog]] altar at the center)&lt;br /&gt;
&lt;br /&gt;
[[Binlor]]: Found in the [[West]] ([[Sub dungeon]] small room surround in walls, smash walls to find alter)(Requires [[Taurog]])&lt;br /&gt;
&lt;br /&gt;
[[Tikki Tooki]]: Found in the [[South]] ([[Sub dungeon]] with reviving enemy, unlocked by killing all forms without taking a hit) (Requires [[The Earthmother]])&lt;br /&gt;
&lt;br /&gt;
[[Earthmother]]: Found in the [[South]] ([[Sub dungeon]] filled with plants)&lt;br /&gt;
&lt;br /&gt;
[[Pactmaker]]: Found anywhere ([[Sub dungeon]] giant room with alter in the middle, touch alter with all other gods unlocked to unlock) (prerequisite: Unlock any god)&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
&lt;br /&gt;
[[Hexx Ruins]]: Defeat [[Southern Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Ick Swamp]]: Find Naga [[sub dungeon]] after completing [[Hexx Ruins]] at least once.&lt;br /&gt;
&lt;br /&gt;
[[Naga City]]: Complete [[Ick Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Labyrinth]]: Defeat [[Western Jungle]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon Isle]]: Defeat [[Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Hard): Defeat [[Creeplight Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Halls of Steel]](Vicious): Defeat [[Halls of Steel]](Hard) with 4 classes&lt;br /&gt;
&lt;br /&gt;
[[Namtar's Lair]]: Defeat [[Halls of Steel]](Hard)&lt;br /&gt;
&lt;br /&gt;
[[Shifting Passage]]: Defeat [[Northern Desert]]&lt;br /&gt;
&lt;br /&gt;
[[Demonic Library]]: Defeat [[Shifting Passage]]&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Hard): Opened by quest progression in game and getting one of every trophy.&lt;br /&gt;
&lt;br /&gt;
[[Gaan'talet]](Vicious): Opened by completed [[Gaan'talet]](Hard)&lt;br /&gt;
&lt;br /&gt;
== Kingdom Buildings ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 1: Buy Portal scroll and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] lvl 2: Quest Reward, buy all shops in a single run&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 1: Complete [[Dangerous Investments]] and [[Venture Capital]]&lt;br /&gt;
&lt;br /&gt;
[[Bank]] lvl 2: Complete &lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 1: [[Eastern Tundra]] [[sub dungeon]]. You have to gather 5 items from killing plants&lt;br /&gt;
&lt;br /&gt;
[[Witch]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 1: Buy Philosopher's stone and exit the level without dying.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 2: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] lvl 3: 1200 gold&lt;br /&gt;
&lt;br /&gt;
[[Explorer's Guild]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Tavern]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Taxidermist]]: [[Taxidermy]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Human Settlement]]: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 1: Default&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 2: 1,000 gold, requires [[Guild]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Guild]] lvl 3: 2,000 gold, requires [[Guild]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 2: 1,000 gold, requires [[Mage Tower]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Mage Tower]] lvl 3: 2,000 gold, requires [[Mage Tower]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 2: 1,000 gold, requires [[Church]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Church]] lvl 3: 2,000 gold, requires [[Church]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 1: 150 gold, requires [[Taxidermy]] quest completion&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 2: 1,000 gold, requires [[Thieves' Den]] lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Thieves' Den]] lvl 3: 2,000 gold, requires [[Thieves' Den]] lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 1: 200 gold, requires Thieves' Den lvl 1, Mage Tower lvl 1, or Church lvl 1&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 2: 600 gold&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] lvl 3: 1250 gold&lt;br /&gt;
&lt;br /&gt;
[[Elven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Elven Settlement]]: 200 gold, requires [[Elven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Camp]]: [[City Expansion]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Dwarven Settlement]]: 200 gold, requires [[Dwarven Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Gnome Camp]]: [[Find the Gnomes]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Gnome Settlement]]: 500 gold, requires [[Gnome Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Halfling Camp]]: [[Find the Halflings]] quest reward&lt;br /&gt;
&lt;br /&gt;
[[Halfling Settlement]]: 500 gold, requires [[Halfling Camp]]&lt;br /&gt;
&lt;br /&gt;
[[Goat Glade]]: 3000 Gold, requires Special Edition (or Goatperson DLC) content, and having unlocked 4 Altars.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Preparations ==&lt;br /&gt;
&lt;br /&gt;
[[Shop Scroll]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Apothecary]]: Bazaar lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Black Market]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Bet on the Boss]]: Thieves' Den lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Smuggler Den]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Patches the Teddy]]: Thieves' Den lvl 3&lt;br /&gt;
&lt;br /&gt;
[[3-Slot Locker]]: Guild lvl 2&lt;br /&gt;
&lt;br /&gt;
[[6-Slot Locker]]: Guild lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Magnet Fire]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Fewer Glyphs]]: Mage Tower lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Boosters]]: Mage Tower lvl 3&lt;br /&gt;
&lt;br /&gt;
[[Guaranteed God]]: Church lvl 2&lt;br /&gt;
&lt;br /&gt;
[[Extra Altar]]: Church lvl 3 (requires all 9 gods)&lt;br /&gt;
&lt;br /&gt;
[[Expanded Potion Kit]]: Witch&lt;br /&gt;
&lt;br /&gt;
Sword: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Shield: Blacksmith lvl 1&lt;br /&gt;
&lt;br /&gt;
Bear Mace: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Perseverance Badge: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Slayer's Wand: Blacksmith lvl 2&lt;br /&gt;
&lt;br /&gt;
Really Big Sword: Blacksmith lvl 3&lt;br /&gt;
&lt;br /&gt;
Compression Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Transmutation Seal: Alchemist lvl 1&lt;br /&gt;
&lt;br /&gt;
Translocation Seal: Alchemist lvl 2&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Whurrgarbl}}: [[Berserker Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Trisword}}: [[Warlord Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Midas Gloves}}: [[Rogue Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Agnostic's Collar}}: [[Paladin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Blue Bead}}: [[Sorcerer Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Blade}}: [[Assassin Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Vampiric Blade}}: [[Bloodmage Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Martyr Wraps}}: [[Monk Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Witchalok Pendant}}: [[Halflings Ho!]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Fire Heart}}: [[Ice and Fury]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Mage Plate}}: [[Wizard Silver]]&lt;br /&gt;
&lt;br /&gt;
{{i|Battlemage Ring}}: [[Minecraft]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Hero's Helm}}: [[Confidence]] quest&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}}: From completing quest to win Den of Danger with second tier classes.&lt;br /&gt;
&lt;br /&gt;
{{i|Soul Orb}}: [[Hello, gnomes!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}}: [[Hello, halflings!]] [[puzzle pack]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The Steam version of Desktop Dungeons has [[Achievements]].  These do not unlock anything, and are not present in other versions of Desktop Dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Magma_Mines&amp;diff=52191</id>
		<title>Magma Mines</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Magma_Mines&amp;diff=52191"/>
				<updated>2016-01-22T23:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Corrected spelling mistake under quests from &amp;quot;for&amp;quot; to &amp;quot;four&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:magma_mines.jpg|right|450px]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Magma Mines is a Hard difficulty dungeon in the Beta filled with goblins. It is unlocked by completing [[Havendale Bridge]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' Goblins, Wraiths, Goo Blobs, Rock Trolls, and Cave Snakes. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
'''Bosses:''' {{Monster|name=Hurr|type=Goblin|hp=466|attack=105|other=[[File:Physical resist.png]] 100% [[File:Magical_attack.jpg]]}} &lt;br /&gt;
{{Monster|name=Durr|type=Goblin|hp=688|attack=105|other=[[File:Magic resist.png]] 100%}} &lt;br /&gt;
{{Monster|name=Herp the Foreman|type=Goblin|hp=444|attack=105|other=[[File:Corrosive.png]] [[File:Mana burn.png]]}} &lt;br /&gt;
&lt;br /&gt;
'''Special Rules:''' Herp the Foreman has 100% defense against Physical and Magic attacks until Hurr and Durr are defeated. Cave snakes spawn young cave snakes.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Paladin, Monk, Bloodmage, Priest (See Quest)&lt;br /&gt;
&lt;br /&gt;
In this dungeon, you are going to have to play a character that is specialized, but not so specialized that they cannot even throw a fireball. You will need considerable power to take down Durr, if you aren't a pure BURNDAYRAZer, so you need to be able to tank a considerable amount of damage, or out regen the boss. If you are a BURDAYRAZ user, just get as much mp as you can as you will have to have to dish out 910 damage in fireballs between the bosses. After you kill a bodyguard, the other is reduced to 1 hp. If you are a spell caster this means you must have at least 105 hp or a death protection. As a melee user, it means you will have to have saved 6 mana to cast BURNDAYRAZ. DO NOT CONVERT BURNDAYRAZ!&lt;br /&gt;
&lt;br /&gt;
If you are playing a Paladin, you are going to want to combat mainly goblins and rock trolls. Long slug fights with cave snakes are dangerous, because you can be surrounded by young cave snakes. Wraiths grant mana burn and goo blobs have high physical resist. When you combat Durr, make sure you have saved your subdungeon for regeneration between the bodyguards and the boss. Make sure you use your hp potions first, because you should save your mana to squeeze out the necessary BURNDAYAZ to kill the other bodyguard. Assuming you still have a few potions left, the boss shouldn't be too hard.&lt;br /&gt;
&lt;br /&gt;
If you are playing a monk, beeline for Taurog immediately, but don't forget not to convert BURNDAYRAZ. You will probably be combating wraiths and goblins. Cave snake's poison will be devastating, rock trolls also have double regen, and goo blobs have physical resist. Remember to regen fight high level enemies, but still save tiles for the boss. Regen fight Durr, using potions and furies if truly necessary, until he dies. Immediately fireball Hurr, and convert BURNDAYRAZ. Use your saved subdungeon to regenerate, and then beat Herp with your remaining resources.&lt;br /&gt;
&lt;br /&gt;
If you are playing a Bloodmage, rack up mp, using Mystera only if you bring a piercing wand, and fireball higher level enemies. If you get a battle mage ring,  you should be able to regen fire, using BLUDTUPOWA for a three-tile fireball, higher level enemies for minimal net damage. Once you are level 8 or so, and you have a way of taking one 105 damage hit, fireball Hurr to death. Tank Durr's hit. Then, use your saved subdungeon to regenerate between bosses, then use blood pools, potions, and all your other resources to kill Herp.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
There are two quests in the Magma Mines. One is Minecraft, which requires you to beat the dungeon with four classes to obtain the battle mage ring. The other is complicated tasks part 6, which requires you to beat the dungeon with a priest, and get the feeling parched award, to get the final witch hut upgrade.&lt;br /&gt;
&lt;br /&gt;
To beat complicated tasks part 6 you will need to find the Glowing Guardian, HALPMEH, and humility early. Remember to convert all potions. You will mostly be killing trolls and goblins, but wraiths are great if you level up off it. Avoid Goo Blobs because of their resist, and cave snakes if you'll get trapped. As soon as you can take enlightenment, do so. Before you use absolution, spawn as many young cave snakes as possible, as they do grant extra max hp. Use HALPMEH and protections to kill Durr, then Hurr with a fireball. Convert BURNDAYRAZ and explore your subdungeon. Proceed to kill Herp with your remaining resources.&lt;br /&gt;
&lt;br /&gt;
For a simpler, more reliable method of beating complicated task 6, prep {{g|Mystera Annur|Mystera}} and a {{i|Schadenfreude Potion}}. Fireball Hurr down (his health is quite low) as soon as you'll be able to take a hit from Durr.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Classes&amp;diff=52190</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Classes&amp;diff=52190"/>
				<updated>2016-01-20T16:27:44Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Added race suggestions for the chemist from its page. (Missing images as they don't seem to be on the wiki)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}__NOTOC__&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Classes Table of Contents&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 1|Tier 1]]&lt;br /&gt;
|[[#Fighter|Fighter]]&lt;br /&gt;
|[[#Thief|Thief]]&lt;br /&gt;
|[[#Priest|Priest]]&lt;br /&gt;
|[[#Wizard|Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 2|Tier 2]]&lt;br /&gt;
|[[#Berserker|Berserker]]&lt;br /&gt;
|[[#Rogue|Rogue]]&lt;br /&gt;
|[[#Monk|Monk]]&lt;br /&gt;
|[[#Sorcerer|Sorcerer]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 3|Tier 3]]&lt;br /&gt;
|[[#Warlord|Warlord]]&lt;br /&gt;
|[[#Assassin|Assassin]]&lt;br /&gt;
|[[#Paladin|Paladin]]&lt;br /&gt;
|[[#Bloodmage|Bloodmage]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Special|Special]]&lt;br /&gt;
|[[#Crusader|Crusader]]&lt;br /&gt;
|[[#Transmuter|Transmuter]]&lt;br /&gt;
|[[#Tinker|Tinker]]&lt;br /&gt;
|[[#Chemist|Chemist]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|[[#Monster Classes|Monster Classes]]&lt;br /&gt;
|[[#Half-Dragon|Half-Dragon]]&lt;br /&gt;
|[[#Gorgon|Gorgon]]&lt;br /&gt;
|[[#Vampire|Vampire]]&lt;br /&gt;
|[[#Rat_Monarch|Rat Monarch]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
{{ClassSummary|Fighter}}&lt;br /&gt;
{{ClassSummary|Thief}}&lt;br /&gt;
{{ClassSummary|Priest}}&lt;br /&gt;
{{ClassSummary|Wizard}}&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
{{ClassSummary|Berserker}}&lt;br /&gt;
{{ClassSummary|Rogue}}&lt;br /&gt;
{{ClassSummary|Monk}}&lt;br /&gt;
{{ClassSummary|Sorcerer}}&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
{{ClassSummary|Warlord}}&lt;br /&gt;
{{ClassSummary|Assassin}}&lt;br /&gt;
{{ClassSummary|Paladin}}&lt;br /&gt;
{{ClassSummary|Bloodmage}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
{{ClassSummary|Crusader}}&lt;br /&gt;
{{ClassSummary|Transmuter}}&lt;br /&gt;
{{ClassSummary|Tinker}}&lt;br /&gt;
===[[File:ChemistHero.png]] Chemist===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Chemist]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Suggested Races&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;ADDITIVES: Start with [[BYSSEPS]]&lt;br /&gt;
;PRESERVATIVES: Extra potion shops&lt;br /&gt;
;COLOURANTS: Potions have strange side effects.&lt;br /&gt;
|Orc Chemist, &lt;br /&gt;
Goblin Chemist&lt;br /&gt;
|Enhanced Edition + Chemist Subdungeon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
===[[File:GorgonHero.png]] Gorgon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Gorgon (Class)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:DragonHero.png]] Half-Dragon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Half-Dragon]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Complete [[Dragon Isles]] with 3 [[Class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:VampireHero.png]] Vampire===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Vampire]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;UNDEAD: Immune to poison and mana burn&lt;br /&gt;
;DAMNED: Cannot worship, exhausted while wounded, flat health regeneration of 1&lt;br /&gt;
;ETERNAL THIRST: Starts with Sanguine and one level of Lifesteal&lt;br /&gt;
|1 Lifesteal per 120 Conversion Points&lt;br /&gt;
|Complete [[Halls of Steel#Vicious Mode|Halls of Steel (Vicious Mode)]] with 3 [[class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:GoatpersonHero.png]] Goatperson===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Goatperson]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;SCAPEGOAT: Randomly worships a new god per level, no conversion or desecration&lt;br /&gt;
;PROTOTYPE: No restoration effects on level-up, gold instead of trophies&lt;br /&gt;
;HERBIVORE: Eats food while exploring. Killing enemies yields more food&lt;br /&gt;
|Refill HP/MP per 100 (+10 cumulative) Conversion Points&lt;br /&gt;
|Reward for supporters + Unlock 6 gods &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:RatHero.png]] Rat Monarch===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic;margin-bottom:.5em;padding-left:1.6em&amp;quot;&amp;gt;Main article: [[Rat Monarch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;REGAL HYGIENE: Rat bites corrode enemies. Gains one stack of Corrosive Strike per level.&lt;br /&gt;
;REGAL PERKS: Sensitive whiskers detect deals. All shops are scouted. Buying an item regenerates 50% health and mana (may overheal).&lt;br /&gt;
;REGAL SIZE: Rats are the CORRECT size: Small. Lower maximum health and mana, all items are large.&lt;br /&gt;
|1 Corrosive Strike per 80 Conversion Points&lt;br /&gt;
|Enhanced Edition + Finish [[Demonic Library]] with 3 [[class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes|*]]&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52189</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52189"/>
				<updated>2016-01-20T16:15:14Z</updated>
		
		<summary type="html">&lt;p&gt;DarkDungeoneer1020: Changed second mention of Dwarf to Halfling under the preparation phase race selection.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page explains general '''strategies''' and tricks to solve dungeons. But of course, every game is different, so there is no single strategy to guarantee a win. Moreover this advice is intended for '''intermediate''' players; true veterans may have to discard familiar strategies to reach new heights. &lt;br /&gt;
&lt;br /&gt;
If you are new DD, you might want to read the [[New Players Guide]] first.&lt;br /&gt;
&lt;br /&gt;
You can also find more specific strategies in the [[class]], [[race]], [[gods]] and [[dungeons]] topics, and are also encouraged to the read the different [[Annotated Playthroughs]].&lt;br /&gt;
&lt;br /&gt;
'''Important note :''' The word &amp;quot;wisely&amp;quot; or similar ideas are often used. It might lead you to believe that a wrong decision will doom your character. Ok, this will sometimes be the case, but you will be amazed how resourceful your hero can be. So don't take that word too seriously. '''Keep playing even if''' you think that '''you screwed your run''', and you might discover that true power lies beyond your mistakes!&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
Dungeon exploration can be divided into four phases, each with their own challenges:&lt;br /&gt;
*'''Preparation''': You are not in the dungeon yet, but you still have strategic choices to make. Which class/race/preparation will the best, or the most enjoyable?&lt;br /&gt;
*'''Scouting''': Your first few steps in the dungeon, when you are getting a feeling of the place. You are doing more exploration than monster fighting.&lt;br /&gt;
*'''Build-up''': When you start building up your character and stacking resources for the final fight. This is really the place where the game is won or lost.&lt;br /&gt;
*'''Boss fight''': Unleash all your might to defeat the nasty boss (or bosses) in a flurry of deadly blows, powerful mana and yummy potions.&lt;br /&gt;
&lt;br /&gt;
==Preparation phase==&lt;br /&gt;
Ah, the preparation screen, the place you'll spend hours picking the right [[class]], [[race]] and [[preparations]] combination that will enable you to solve your next dungeon. &lt;br /&gt;
&lt;br /&gt;
Don't over-think it though; every single dungeon can be won by any class and without any preparations, although some combination are certainly easier than others.&lt;br /&gt;
&lt;br /&gt;
=== Race selection ===&lt;br /&gt;
''Main article : [[Race]]''&lt;br /&gt;
&lt;br /&gt;
There are two ways to go about race selection:  Picking a strategy in advance, or keeping open to whatever the dungeon presents. You should probably pick your race considering the boss (if you know what it will be), but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
The races can be sorted into two groups:&lt;br /&gt;
* Those giving a permanent bonus: [[Human]], [[Orc]], [[Dwarf]]. Convert early, and you'll get the benefit of the race for the whole game.&lt;br /&gt;
* Those providing resources: [[Halfling]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to defeat high level monsters and trigger juicy XP bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Character builds ===&lt;br /&gt;
A user proposed a while ago different [[Character Builds|character builds]]. But that classification is somewhat simplistic and probably a relic of the old alpha version. It is not really used nowadays.&lt;br /&gt;
&lt;br /&gt;
Another classification, still very limited compared to range of possibilities, could be:&lt;br /&gt;
* '''Striker''': characters who deal high damage, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''': characters who will be able to tank much damage&lt;br /&gt;
* '''Caster''': characters relying on heavy use of glyphs to deal damage&lt;br /&gt;
* '''Regen-fighter''': characters able to heal faster than the monsters. They may mix various strategies (high damage, glyphs, resistance...)&lt;br /&gt;
&lt;br /&gt;
However, don't take this classification too seriously; the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] you find and how close you are to the [[Strategy#Boss fights|boss fight]].&lt;br /&gt;
&lt;br /&gt;
Some other builds are described in the [[Strategy#Power builds and other odd tricks|power builds]] section, and the [[class]] pages.&lt;br /&gt;
&lt;br /&gt;
=== Gold and kingdom ===&lt;br /&gt;
Remember that preparations will cost you gold. So if your vault is near empty, you might want to go as purist.&lt;br /&gt;
&lt;br /&gt;
You can also seek the IN DEMAND trophy, take the bet on boss preparation, and score 1050 gold off the boss kill.&lt;br /&gt;
&lt;br /&gt;
Prior to unlocking IN DEMAND trophies, Transmutation Seals can be used on boss trophies to convert them to their full gold value.  Again, the &amp;quot;Bet on the Boss&amp;quot; preparation increases the cash gained.&lt;br /&gt;
&lt;br /&gt;
Later in the game, '''PQI''' and '''flaming dungeons''' will also provide opportunities to make more gold.&lt;br /&gt;
&lt;br /&gt;
==Scouting phase==&lt;br /&gt;
'''Levels 1 to 3'''.  It's rarely possible to kill monsters of significantly higher level at this stage, but it can be useful to do some quick scouting around the dungeon and find what [[Gods]] and [[Glyphs]] are available, as well as what Boss spawned (if in a random boss dungeon).&lt;br /&gt;
&lt;br /&gt;
The length of scouting depends on your play style, but also on the dungeon. Some players might kill few monsters before they have cleared 25% of the map, and thus have more choice for early Build-Up, while others might try to level-up as soon as possible to avoid wasting [[black space]]. Even though it's possible to fully explore [[Hobbler's Hold]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space is a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISI]] which tends to prioritize revealing altars, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
&lt;br /&gt;
Some classes also provide extra information for scouting, such as the [[fighter]], the [[wizard]], the [[tinker]] and the [[half-dragon]]&lt;br /&gt;
&lt;br /&gt;
===Scouting mana investment===&lt;br /&gt;
While scouting, you probably will have plenty of mana left. Instead of wasting it, [[WONAFYT]] is another useful glyph at this stage, enabling you to prepare a nice salted [[popcorn]] bowl. Each summoned monster will grant 1 bonus XP, but could also be the occasion for a mid-fight level-up. Summoning brings monsters to you, helping to preserve [[black space]], and is even more efficient if you have a [[Items#Quest|balanced dagger]].&lt;br /&gt;
&lt;br /&gt;
If you already are worshiping a god rewarding glyph use such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyu]], your extra mana could be invested there.&lt;br /&gt;
&lt;br /&gt;
==Build-up phase==&lt;br /&gt;
'''Levels 3 to 7'''.  It's possible to kill monsters of significantly higher level during this phase (to generate more XP by using the level-up steamroll and the experience catapult).  The goal is to create the appropriate conditions for the final boss(es) fight(s): &lt;br /&gt;
*Plenty of resources remaining for the boss fight (piety, conversion points, [[popcorn]], potions...)&lt;br /&gt;
*Attaining sufficient level and being one kill away from leveling up&lt;br /&gt;
*Accumulating boons from [[god|gods]]&lt;br /&gt;
*Useful items&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing XP gain, minimizing resource usage, and choosing an appropriate strategy.  It's worthwhile to note that while dungeon exploration is itself technically a limited resource, it is often desirable or even necessary to exhaust all dungeon exploration during this phase to maximize XP gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are multiple bosses, it can be helpful though, to leave some black space for regeneration between those fights.&lt;br /&gt;
&lt;br /&gt;
When reaching level 6 to 7, it's often beneficial to have explored most if not all of the dungeon, and begin creating an &amp;quot;XP farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain XP for further level steamrolling.  Note, it is less useful or even dangerous to leave creatures with the First Strike ability weakened as a part of an XP farm, as they will still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
''Main article : [[Exploration]]''&lt;br /&gt;
&lt;br /&gt;
Always remember that during build-up, black space is your main resource. Black space is mana and health. You will transform that health and mana into damage, experience, objects, etc. for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely. (Easier said than done, no?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might want to fully explore the map before the final boss fight to collect all remaining power ups and reveal all monsters.&lt;br /&gt;
&lt;br /&gt;
===The hunt for bonus XP===&lt;br /&gt;
''Main article : [[Level]]''&lt;br /&gt;
&lt;br /&gt;
One of your main goals in build-up phase is to gain enough experience to reach a high enough level to conduct the boss fight, and to create a nice [[popcorn]] bowl (for mid-fight level-up). However, if you stick to killing same-level monsters, you will never manage to rise higher than level 5, and will exhaust all potential popcorn. So you need to get bonus XP.&lt;br /&gt;
&lt;br /&gt;
The main source of bonus XP is killing monsters which have a higher level than you. The wider the difference, the bigger the bonus. But there are other tools to get bonus XP:&lt;br /&gt;
*[[IMAWAL]] which after being cast on a monster will award you a 50% XP bonus on your next kill. This works best if your next kill will award you a lot of XP. Also, note that the XP of the monster you petrified is lost, so prefer low level monsters, monsters which you won't kill (too tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*Slowing monsters for a tiny 1 bonus XP (still useful when cast extensively)&lt;br /&gt;
*Items such as the [[Items#balanced dagger|balanced dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to gain levels with less XP&lt;br /&gt;
*Some gods will also give you boons helping to gain levels or bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing a higher level monster to kill (level +2 or +3), you might discover that killing it will cause you to level up. But you might be able to slip in another bonus XP kill (level +1 or +2) before leveling, thus optimizing XP bonuses. However, that will be one popcorn less. So it's up to you to decide which is the most important...&lt;br /&gt;
&lt;br /&gt;
===Popcorn collection===&lt;br /&gt;
''Main article : [[Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
It often is useful to recover health and mana during a boss fight. If you don't want to regen-fight or use potions, one way is to have a mid-fight level-up. The easiest way is to start the fight with your XP one (easy) kill from level-up.&lt;br /&gt;
&lt;br /&gt;
But if you wish to get 2 level-ups during the fight ('''level steamroll'''), you will need a lot of weak monsters to kill during your boss fight. That group of low level monsters is called a '''popcorn bowl'''. Leaving a lot of popcorn requires you to gain XP fast, leaving many monsters alive. One technique is to perform an '''experience catapult''' (killing a monster with an major difference in level, which makes you gain multiple levels at once):&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
Of course, this works better if you do it a low level.  &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
In the search for bonus XP (or simply gathering XP without exploring too much), you will have to choose your next target wisely.&lt;br /&gt;
* When possible try to go for the highest level monster.&lt;br /&gt;
* Only start fights that you will win: carefully read the combat prediction and check your resources before starting the fight.&lt;br /&gt;
* Pay attention to the monster's traits and make sure you know the consequences it will have. Hitting a life-steal and blinking monster when there is still a lot of black space left might not be the best move as you will probably have to start the fight all over again.&lt;br /&gt;
* If you are preparing a popcorn bowl, check that the monsters you are leaving actually are good popcorn. For example, cursing or death-gaze monsters might be dangerous as popcorn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of debuffs. For example, being mana burned or poisoned just before leveling up is really not a problem (as it will be cleared on level-up). Maybe 1 or 2 weakening or corrosion debuffs might not be such a big deal in exchange for critical XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to your god, especially when you can't afford losing XP. Some gods like you killing some monster types: ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undead), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undead, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is one important rule when taking items: they occupy room in your inventory, and the only way to get rid of them is to convert them. &lt;br /&gt;
It may be detrimental to fill your inventory with objects you don't need now, or to be obliged to convert an item too early to make room for another powerful artefact...&lt;br /&gt;
&lt;br /&gt;
So think twice before picking something up, and think twice too before converting an object.&lt;br /&gt;
&lt;br /&gt;
In the same way, spend you gold wisely in the shops.&lt;br /&gt;
&lt;br /&gt;
=== Single-use glyphs ===&lt;br /&gt;
Single-use glyphs are a special case of inventory management. If you know early on in the game that you will be worshiping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
LEMMISI is another situation where you might want to convert early, once you've done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== God selection ===&lt;br /&gt;
''Main article : [[gods]]''&lt;br /&gt;
&lt;br /&gt;
Gods are among the most powerful features in game, granting powerful boons. Actually, a good god understanding is one of the keys to successful [[vicious]] dungeon runs. But they might be scary as they will dislike some of you actions, or even punish you if your piety gets below 0.&lt;br /&gt;
&lt;br /&gt;
They are not equal; some will interact better with some classes (you'll get more information in the [[class]] pages), some will be more efficient if you worship them early (Glowing Guardian or Jehora Jeheyu), some can be worshiped or converted to in late game (Dracul or the Earthmother), some hate when you kill some monster types which might be important in your dungeon. &lt;br /&gt;
&lt;br /&gt;
So the trick is to understand what they could do for you, when is the right time to worship them, but also keep in mind that you are not obliged to always do what they wish you to do if you have enough piety in stock. Remember also that if you have more than 50 piety points, you can '''convert''' from one god to another (if there is more than 1 altar in your dungeon), which might entirely change your play style but also open new opportunities. Note that you will keep the traits the god offered you when converting.&lt;br /&gt;
&lt;br /&gt;
If you urgently '''need some piety''', other altars can be '''desecrated'''. The punishment for it might be costly, but it sometimes is extremely useful.&lt;br /&gt;
&lt;br /&gt;
'''Here is short review of existing gods:'''&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor is a god of resistance, resistance erosion and might. It is mainly fueled from wall destruction. It will help you tank huge damage and increase your attack. When used correctly, the knockback effect granted by the stone fist might be incredibly useful. &lt;br /&gt;
*{{g|Dracul}}: The dark god which helps you heal from blood pools and weak monsters. You'll hit stronger, but loose max resistance and max health. &lt;br /&gt;
*{{g|The Earthmother}}: An extremely powerful god, but which will clutter the map with plants. Used properly, you can get a huge amount of piety from her, transforming it into mana, multiple corrosion layers, first strike or resistance.&lt;br /&gt;
*{{g|Glowing Guardian}}: A good god to worship early for XP bonuses and health and mana regeneration in late game. It will clutter your inventory though.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible.&lt;br /&gt;
*{{g|Mystera Annur}}: The god to improve your glyph casting.&lt;br /&gt;
*{{g|Taurog}}: Taurog is good for melee fighters but will clutter your inventory with powerful objects. An easy to use god, which will provide you useful death protections in the late game. &lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. He loves money, and will help you hitting tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity who can be worshiped at the same time as other goods.&lt;br /&gt;
&lt;br /&gt;
==Boss fights==&lt;br /&gt;
Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do.  The first phase of the boss battle involves the player using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
==Combat tricks==&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
''Main article : [[Strike Order]]''&lt;br /&gt;
&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
=== Fireball Softener ===&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
=== Regen-fighting ===&lt;br /&gt;
''Main article : [[regen-fighting]]''&lt;br /&gt;
&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
===Slow Poison===&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
&lt;br /&gt;
=== Level-up Steamroll ===&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
''Main article : [[brawling]]''&lt;br /&gt;
&lt;br /&gt;
It often seems more efficient to fight only one monster at a time, entirely devoting your mana and health bar to this fight. But in some cases, it is actually much more efficient to fight two or more monsters at a time. Popcorn for mid fight level up is an example, but more are listed in the [[Brawling]] article.&lt;br /&gt;
&lt;br /&gt;
==Power builds and other odd tricks==&lt;br /&gt;
This section lists particularly powerful builds tricks and niche strategies, which -honestly- no sane person could have imagined. The fact that they have been developed tells a lot about DD Community's fading sanity.&lt;br /&gt;
&lt;br /&gt;
===Level 1 Boss fight===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Self Cannon===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Limitless lifesteal===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchbag===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Halflingzerker===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Acid Caster===&lt;br /&gt;
The Acid Caster is a build designed to kill the boss as a level 1 character by stacking layers of corrosion on the boss before a massive fireball chain. {{GnWi}} is best since he gets both cheaper fireballs and the ability to carry all his utility glyphs, but you can also do it as a {{GnSo}} or {{GnBl}} for their improved mana potions. Prep {{g|The Earthmother}} and cast {{s|IMAWAL}} on every enemy who is not in your way to build piety. Purchase 6 or so levels of the Greenblood boon just before fighting the boss or whenever your piety becomes full, and do not take Entanglement in this phase (the bonus XP is still given when you petrify enemies, and your goal is to not level up). This is much easier with the {{s|WEYTWUT}} and/or {{S|ENDISWAL}} glyphs, and on open levels.&lt;br /&gt;
&lt;br /&gt;
Explore the whole level before beginning the boss fight, and use all your mana potions and piety (for clearance--you can generate plants cheaply with Entanglement once you're done petrifying enemies) to fling fireballs at the boss until it dies. Helpful items include {{i|Crystal Ball}}, {{i|Keg of Mana}}, {{i|Dragon Soul}}, or anything else that gets you extra mana. The Extra Glyph preparation may be useful for an extra shot at valuable utility glyphs.&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
The Punchomancer is any character that spams {{s|PISORF}} until both bosses die, but is pulled off the best with an {{OrWi}}. Prep {{g|Binlor Ironshield}}, {{i|Crystal Ball}}, Extra Mana, Black Market, Sword, and anything else that looks appealing. Worship Binlor to get PISORF, level up a bit to get some damage, convert everything you see for even more damage, then position the bosses next to each other and cast PISORF until they both die. Refill your mana bar with midfight level-ups, potions, and the Crystal Ball as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>DarkDungeoneer1020</name></author>	</entry>

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