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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&amp;diff=52156</id>
		<title>Rat Monarch</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&amp;diff=52156"/>
				<updated>2015-11-11T12:37:44Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: Added class history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Features ==&lt;br /&gt;
&lt;br /&gt;
'''REGAL HYGIENE''': Rat bites corrode enemies. Gains one stack of Corrosive Strike per level.&lt;br /&gt;
&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;
&lt;br /&gt;
'''REGAL SIZE''': Rats are the CORRECT size: Small. Lower maximum health and mana, all items are large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''CONVERSION''': The Rat Monarch gains +1 Corrosive Strike for every 80 Conversion Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
&lt;br /&gt;
The Rat Monarch requires the Enhanced Edition of Desktop Dungeons, and can be unlocked via the Moving of the Cheese quest in the [[Demonic Library]]. Once unlocked they move to the [[Audit Zepplin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Not mentioned in the Class Features is that rats gain precisely 1 base damage per level as opposed to 5. Whether this is a bug or intentional, this means their individual hits deal little damage, even [[Popcorn]] usually takes multiple hits to kill for them. However, stacks of Corrosion don't go away, and while only physical attacks stack more Corrosion the damage applies to both further physical attacks and to {{s|BURNDAYRAZ}}.&lt;br /&gt;
&lt;br /&gt;
The biggest problem for rats is a low health pool, lack of resistances, and needing to survive hits from enemies to stack their corrosion. They're regen fighters that are squishy, and mages who have low mana. Their strength is that enemies can fully heal without losing their corrosion stacks, and against enemies that require a lot of hits to take down anyway (such as certain bosses) Rats are perhaps the strongest class. If they can take a hit from a high level enemy, they can take it down eventually, black space permitting. It is technically possible for a rat with {{s|CYDSTEPP}}, [[BURNDAYRAZ]]/{{s|PISORF}}, and some conversion fodder to take down any level 9 enemy (without Mana Burn or Poison) at level 2 or 3, though it is not necessarily recommended since that will consume a lot of blackspace to get enough hits in.&lt;br /&gt;
&lt;br /&gt;
In less extreme cases, the Rat tends toward regen fighting and mage builds, even with the rat's decreased health pool and lack of resistance. Rats benefit greatly from conversions first of all, but need to be careful with their inventory, both because their items are all large and because they need to time their shopping trips to make the most of the refills. Because their base damage is so low, items that increase base damage tend to do very little for their damage output. They are best served by items that increase their durability, allowing them to stack several hits worth of Corrosion then finish enemies off with fireballs that deal increased damage. [[BURNDAYRAZ]] will deal full damage, although their low mana pool can be a limiting factor, and corrosion does NOT apply to damage caused by the burn debuff. Corrosive damage DOES apply to knockback (separately from the initial hit when knockback is applied as an on-hit affect), so [[PISORF]] and the {{i|Bear Mace}} are welcome additions to a Rat's arsenal.  Generally, fireballs are good and reliable way to leverage corrosion for regen fighting purposes, but knockback is an extremely mana-efficient and health-efficient way to dish out damage to corroded enemies when positioning permits it.&lt;br /&gt;
&lt;br /&gt;
Regal Perks provides some map scouting early game, revealing 3 by 3 portions of the map, turning the blackspace transparent without removing it. This frequently reveals other features, such as the occasional altar, glyph, and so on without revealing details about them, although the altars can often be identified by closely examining the piety sparkles around them. More importantly, buying items heals both health and mana. Since there are obviously limited shops and gold is limited, this turns shops into another healing resource to save for a late game spike, requiring an empty item slot as well. The Apothecary preparation at the Bazaar can be helpful as it increases the number of shops.&lt;br /&gt;
&lt;br /&gt;
The biggest drawbacks are the limited potion inventory and need to hit a monster many times to stack Corrosive Strike. This combined with popcorn not popping as easily makes it more difficult to preserve blackspace, when the Corrosive Strike lends itself to regen fighting and [[BURNDAYRAZ]].&lt;br /&gt;
&lt;br /&gt;
== Knockback and corrosion ==&lt;br /&gt;
&lt;br /&gt;
Knockback's mechanics interact with corrosion in a somewhat unexpected way.  If you knock two monsters together, the first monster is dealt physical damage equal to your base damage times knockback%.  The damage after resistances is computed, and this amount of damage is applied as typeless damage to the second monster.&lt;br /&gt;
&lt;br /&gt;
This means that, for example, you can apply corrosion stacks to Super Meat Man (the boss who does the least damage), and then use [[PISORF]] to knock him into Bleaty (the boss who does the most damage).  Both monsters will take damage based on the Super Meat Man's corrosion stacks.  Only the &amp;quot;cue ball&amp;quot; monster can be killed by this, while the secondary target can be reduced to 1HP for a quick [[PISORF]] or [[BURNDAYRAZ]] kill afterward.  Be mindful that if you use Stone Fist or [[Bear Mace]] for knockback, you will be doing corrosion damage twice as often to the cue ball, which may or may not leave it at risk for dying first.  In some cases, allowing the cue ball to heal before using [[PISORF]] to take them both down may be the efficient choice.&lt;br /&gt;
&lt;br /&gt;
Leveraging the corrosion/knockback mechanic to get twice the mileage out of corrosion stacks is an extremely powerful tool for a Rat Monarch, but it is far from the only way to win.  When the luck of the draw lines a suitable pair of monsters close enough together, it is a useful tactic to consider.&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
&lt;br /&gt;
Extra Mana Boosters is recommended as a preparation. Without it, the Rat will end up with 11 mana after finding all boosters on the map, which is just one shy of casting [[BURNDAYRAZ]] twice or [[PISORF]] three times. The {{i|Transmutation Seal}} is a good preparation choice as well, due to their trait of healing from buying items and because it can let a rat pick and choose battles by taking detours on occasion.&lt;br /&gt;
&lt;br /&gt;
Of special note is that potions take up a full slot and the {{i|Compression Seal}} does not work for them. This severely limits potion use. Potion preps are of reduced value, since a full set of 4 is likely to be drank or converted too early to help much. It is often advisable to replace the {{i|Health Potion}} and {{i|Mana Potion}} with {{i|Reflex Potion}} and {{i|Quicksilver Potion}}, which allows the player to get two free hits on the boss to get the corrosion stacks going.  {{i|Alchemist's Scroll}} is a unique way of getting around the inventory limitations within just the first few levels while getting a much-needed health boost. One of the few small items that may still be preparation-worthy is the {{i|Balanced Dagger}}, especially for harder dungeons where it is already difficult to take down higher-level enemies in large numbers.  {{i|Shop Scroll}} also deserves a brief mention, since it can be used immediately to make room for other things.&lt;br /&gt;
&lt;br /&gt;
While [[Bear Mace]] is probably the ideal Blacksmith preparation, {{i|Shield}} is good at early levels.  Perhaps [[Shield]] only wins out if you take {{i|Whurrgarbl}}, in which case holding on to burn stacks is a priority and [[Bear Mace]] becomes a double-edged prep at best.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Elven Boots}} is a good prep item, increasing both magic resistance and mana. The {{i|Platemail}} is possibly better, negating significant amounts of damage from lower level monsters, thus making popcorn monsters easier to use.  The {{i|Dragon Shield}} can be stronger against high level monsters and some bosses, but is weaker against low level enemies. Because it boosts important stats and becomes conversion fodder when you need it to, {{i|Troll Heart}} could be a decent preparation, but it's hard to justify the locker space.  Just be warned that if you buy the {{i|Troll Heart}} early enough in a run to stack it up, then you're probably not making good use of your Regal Perks skill.  {{i|Bloody Sigil}} also is better-than-usual on a Rat and a good level 1 buy, but again it's an early-game item and it's hard to justify the locker space for it.&lt;br /&gt;
&lt;br /&gt;
There are also some non-tanky options, but these may need to be offset with +2 health booster if used as a preparation.  One unusual synergy is the {{i|Gloves of Midas}} item, due to the Rat's healing when buying items.  This can lead to a larger end-game spike, but you will need to ration an inventory slot for rotating out junk items; also, longer dungeons where gold is already plentiful will not see this item achieve much usefulness.  [[Whurrgarbl]] greatly accelerates the pace when fighting monsters 0-2 levels above you, allowing you to seamlessly blend between the corrosion-building and killing phases - you should probably prep [[Mystera Annur]], though, since [[BURNDAYRAZ]] will be the star gylph while [[PISORF]] will disrupt the burning stacks.  A [[Whurrgarbl]] run plays out much differently than defensive prep runs, allowing you to smoothly burn through a larger number of similar-level enemies at the expense of your ability to apply corrosion stacks early to a select few high-level enemies.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Glyph wise, [[BURNDAYRAZ]] or [[PISORF]] is nearly required. [[PISORF]] quickly becomes the most mana-efficient direct damage spell with just a few corrosion stacks, making it highly profitable to line monsters up together. The downside is that you will lose burn stacks, but most builds should cope well with the trade-off.&lt;br /&gt;
&lt;br /&gt;
Besides those two, many other glyphs will compete for inventory space while also struggling to justify postponing the benefit of converting them. Most glyphs will not be automatically converted on sight in all situations, however, and a good idea of what challenges your current dungeon and boss(es) present will help you make intelligent strategic choices.&lt;br /&gt;
&lt;br /&gt;
{{s|BYSSEPS}} does little to help - at best, you can use it to remove magic resistance.  {{s|GETINDARE}} is somewhat less useful than usual due to how much more damage [[BURNDAYRAZ]] would do with 3 extra mana, and the value a rat would have gotten from the CP in the first place - but [[GETINDARE]] still wins in some edge cases and can save a lot of health with the occasional dodge. {{s|HALPMEH}} is fairly useful, but cuts into mana for [[BURNDAYRAZ]] - the former is useful for building corrosion stacks, but the latter is more efficient when you're ready to go for the kill. {{s|APHEELSIK}} has good interplay with [[BURNDAYRAZ]] thanks to burning lowering regeneration; if you can poison a monster for more than 5 turns, then you will build up surplus mana for the occasional fireball. {{s|BLUDTUPOWA}} is also useful for finalizing kills with fireball spikes, but you are limited by the rat's inferior health total. {{s|CYDSTEPP}} can be extremely helpful, allowing you to build corrosion stacks on much higher-level enemies despite having a reduced health pool.  {{s|WEYTWUT}} is hard to justify putting in your coveted inventory space, but given how picky a Rat needs to be about her fights, you may want to leave this glyph on the ground for later just in case - you don't want your progress blocked by a Level 9 monster with Curse or Mana Burn.  {{s|LEMMISI}} seems like a good thing to spam and then convert, and {{s|WONAFYT}} can be useful early-to-mid-game with proper corrosion stack management, creating a zoo of stunned low-level monsters who can be one-shotted at will, though it is not so easy to continue this into levels 4-6 as it would be for other classes.  {{s|ENDISWAL}} combines some mobility benefits of [[WEYTWUT]] and survival benefits of [[CYDSTEPP]] in a single package, and in less extreme cases than when you'd need [[CYDSTEPP]], it can still function like a poor man's [[HALPMEH]].  Finally, {{s|IMAWAL}} can reward a dive for big prey in spades, even if you only use the bonus once or twice.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
Deity wise, deities that improve survivability or glyph use are recommended.  The unique play style of the rat makes some gods more difficult to piety farm than others.  Gods who reward glyph spam are the easiest, while gods who demand kills or blood pools are troublesome.&lt;br /&gt;
&lt;br /&gt;
'''The Great'''&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is a good choice for resistances, and is a good first god or even altar prep because of the free [[PISORF]] glyph, and can be used as a piety farm regardless.  You can prepare Bear Mace and use it for conversion fodder after you obtain Stone Fist - the extra Corrosion proc on-hit is all that matters in either case.  Depending on the boss, you can either stack magic resistance or store piety for Stone Skin boons.  You might consider buying {{s|ENDISWAL}} if you want to take on high-level physical damage monsters early, but if inventory is a limiting factor, you might do better (and save coveted mana) through calculated use of the Stone Skin boon.  At the bottom of the barrel, Stone Form is only useful if you're up against magic resistance, but then again, you might be better served by lining up [[PISORF]] shots anyway.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} is a great deity. The Rat's base damage is terrible anyway, so her Flames boon is all carrot and no stick for a Rat.  Mystic Balance favors [[CYDSTEPP]] or [[BURNDAYRAZ]] while punishing [[PISORF]].  Refreshment can compensate somewhat for the rat's poor inventory size in some circumstances, giving you more options as to whether and when you convert glyphs.&lt;br /&gt;
&lt;br /&gt;
{{g|Jehora Jeheyu}} may actually be a better deal for them than most other classes, giving them more mileage out of their potions as well as buffing their low health and mana per level. An early punishment can be dire, and the prep penalty is harsh for a rat - but this god is sure to be a great second deity at the very least, if he spawns.&lt;br /&gt;
&lt;br /&gt;
'''The Good'''&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} has a lot to offer. Vine Form helps the Rat's small health pool and provides some damage reduction, in addition to Clearance providing mana for more fireballs or knockbacks. [[IMAWAL]] is a good leveling tool, but it will be difficult to farm enough blood pools for an end-game spike with Plantation.&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} helps with survivability, his boons granting Lifesteal and increasing resistances, although with an already decreased health pool Sanguine can be more troubling than for most other classes to use.  It is also difficult to farm up enough blood pools for an endgame spike, much as it is with [[The Earthmother]].&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} is problematic, but definitely a strong choice for a first religion. Humility is even more amazing than usual, since the Rat often prefers to kill a small number of high-level enemies, causing the scaling XP bonus to be that much larger.  However, all other boons require taking a large(!) Prayer Bead into your inventory, which is completely out of the question, and you will want to convert out at some point - which is especially difficult to do if you prep his altar.  This god is a viable choice if you find his altar at level 1, though.&lt;br /&gt;
&lt;br /&gt;
'''The Bad'''&lt;br /&gt;
&lt;br /&gt;
{{g|Tikki Tooki}} is nearly useless, as rats need to take a few hits before taking much of anything down. This is a pity, since more Reflex potions would work well with stacking Corrosive Strike quickly.  Shenanigans with [[GETINDARE]], pre-stacked corrosion, and a plan for converting out of the religion might be possible, but spending gold for piety would cut into your regeneration spike from Regal Perks.&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} punishes glyph use and so can be challenging to use, but the armor is good. Skullpicker is nearly useless like other base damage increases however, and the hit to mana is a bad deal generally. Also, it can be difficult to farm piety until the late game, given how almost all popcorn will take more than one hit without careful budgeting of corrosion stacks mid-game. &lt;br /&gt;
&lt;br /&gt;
== Creation History ==&lt;br /&gt;
Disleksia explains how he designed it :&lt;br /&gt;
&lt;br /&gt;
''The design idea around the Rat was always to come up with something that wouldn't synergise with the existing power strats in the game, so I'd play each different build for the Rat until I found it impossible to beat GT without preps. I suspected that Rat VGT would need really careful god usage, I was thinking Earthmother vine form spam + platemail to conserve as much blackspace as possible early on + plant imawal piety and extra xp. I'm super happy to see a Binlor approach work, especially with the Tikki desecration, that's something so many builds would never do ;)''&lt;br /&gt;
&lt;br /&gt;
''I knew it would be too much to hope for a non-Dracul endgame, but we can all dream. The Rat is the first monster class not to be designed by Nandrew, so seeing it actively complete everything in the game is a big deal for me - means I didn't mess it up too badly.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52117</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52117"/>
				<updated>2015-11-03T16:26:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* First Strike Finisher */&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: [[Dwarf]], [[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>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52116</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52116"/>
				<updated>2015-11-03T16:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Regen-fighting */&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: [[Dwarf]], [[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;
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;
Read more in the [[Strike Order]] article&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>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52115</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52115"/>
				<updated>2015-11-03T16:24:01Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Brawling */&lt;/p&gt;
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&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: [[Dwarf]], [[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;
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;
Read more in the [[Strike Order]] article&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;
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>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52114</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=52114"/>
				<updated>2015-11-03T16:16:17Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Brawling */&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: [[Dwarf]], [[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;
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;
Read more in the [[Strike Order]] article&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;
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|here]]''&lt;br /&gt;
&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>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52113</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52113"/>
				<updated>2015-11-03T16:13:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes wasted resources. The second most important thing to understand is that '''everything''' is a resource. [[Items]], health, [[mana]], [[gods#Piety and Altars|piety]] (you'll get to that later) and [[gold]] are not the only things you will want to manage. [[Exploration]], [[level|experience]], [[popcorn|low-level enemies]], even your health is a resource to be managed! &lt;br /&gt;
&lt;br /&gt;
If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed, and things will come gradually. &lt;br /&gt;
&lt;br /&gt;
You can read more advanced strategies [[Strategy|there]], or in the articles dedicated to each [[class]], [[race]], [[god]] or [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
== The basics of the basics ==&lt;br /&gt;
7 basic rules to help you :&lt;br /&gt;
*Try to '''kill monsters''' which are '''[[New Players Guide#Gaining Levels|higher level than you]]'''. It will give you bonus experience, and you will need it.&lt;br /&gt;
*Use '''glyphs''' (spells) with any character you play, regardless of the class name. The Fighter is a better spellcaster than he is a &amp;quot;fighter&amp;quot;. Not using glyphs will make it quite difficult to kill higher level enemies. BURNDAYRAZ, a direct damage glyph, always spawns on every run.&lt;br /&gt;
*'''[[New Players Guide#Healing and Restoring Mana|Explore wisely]]''' : unexplored tiles or '''blackspace''' can be a valuable resource.&lt;br /&gt;
*'''[[New Players Guide#Monster Health Regeneration|Monsters heal]]''' when you are '''exploring''' ! So, unless you know that you can heal faster than they do, don't explore during a fight, and try to fully heal before your fight.&lt;br /&gt;
*'''[[New Players Guide#Mid fight level-up|Leveling up]]''' will restore your '''health and mana'''. Killing low level monsters during a tough fight to refill both your health and mana is one of the cornerstones of DD play. &lt;br /&gt;
*'''Prepare''' for your fights! Using glyphs like [[BYSSEPS]] or [[ENDISWAL]] and then exploring a few tiles before the fight will have you start it with a bonus and full health and mana.&lt;br /&gt;
*'''Read''' the combat '''prediction'''. When hovering a monster the game predicts next blow result. It would be silly not to read that ! It also predicts how hits you will have to give to kill the monster. It is extremely useful...&lt;br /&gt;
&lt;br /&gt;
Now, you can keep going for some more detailed advice&lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Your objective is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
Anything else in the game should be considered as resources to prepare the boss fight : unexplored space, glyphs, [[gold]], shops, potions, gods but also monsters (they're XP powerups but they're tricky to pick up!). There are ways to turn even walls and bloodpools monsters leave behing when they die into a weapon!&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
Consider monsters as '''&amp;quot;hard to pick up XP boosters&amp;quot;''' : killing them adds to your experience bar, and experience allows you to level up. Every level-up makes you stronger and refills you health and mana.&lt;br /&gt;
&lt;br /&gt;
Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
*+10 max HP&lt;br /&gt;
*+5 base damage&lt;br /&gt;
*A full health and mana bar refill&lt;br /&gt;
*A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
And additionally:&lt;br /&gt;
&lt;br /&gt;
*An increase in your health regeneration rate&lt;br /&gt;
*An increase in your Burndayraz damage rate&lt;br /&gt;
&lt;br /&gt;
And it also means that:&lt;br /&gt;
&lt;br /&gt;
*Every +20% damage increase is essentially +1 dmg per level.&lt;br /&gt;
&lt;br /&gt;
====Hunt for bonus XP!====&lt;br /&gt;
&lt;br /&gt;
First of all - if you're higher level than a monster you get first strike against it. This means that if you outlevel a monster, and have enough damage, you can kill it wihtout expending any resources. You can (and should!) do this while you're fighting a different, tougher monster.&lt;br /&gt;
&lt;br /&gt;
Killing higher-level monsters gives you bonus experience, and you will need it : if you stick to killing monsters who are same level as you, you're not likely to  have enough xp to rise higher than level 4 or 5. And what's worse - you won't have any easy to pick up  XP powerups to munch on for a refill while you fight the boss! &lt;br /&gt;
&lt;br /&gt;
Since leveling up instantly refills your health and mana, you don't necessarily want to reach the highest possible level before you fight the boss. What you do want is to level up efficiently. If you get bonus XP from higher level kills, this will leave a lot of low level monsters on the board for you to refill with while you fight the boss or a high level monster.&lt;br /&gt;
&lt;br /&gt;
You will also soon discover many other ways to get bonus XP, and you can read some technical details in the [[level]] article.&lt;br /&gt;
&lt;br /&gt;
====Mid fight level-up====&lt;br /&gt;
Don't forget : your sole target is to kill the boss. Other monsters are (usually) not your enemies, but XP boosters that you need make the best use of to kill the boss.&lt;br /&gt;
&lt;br /&gt;
For an easy mid-fight refil you can prepare for the fight making sure that you are within a few XP of leveling up before starting a fight with a tough monster or boss.&lt;br /&gt;
&lt;br /&gt;
Then just fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster. &lt;br /&gt;
This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
Lower monsters are called &amp;quot;[[popcorn]]&amp;quot;. You can read more about it. With enough bonus experience from higher level kills, you can have plenty of popcorn left to ding several times in a fight, not just once, and well played spellcasters can even ding through a boss fight starting at very, very low levels, even level 1.&lt;br /&gt;
&lt;br /&gt;
=== Combat Strike Order ===&lt;br /&gt;
&lt;br /&gt;
*The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
*The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
*The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out.&lt;br /&gt;
&lt;br /&gt;
You can read more in the [[strike order]] article&lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
*Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
*In order to use the spell the glyph has to be in your inventory.&lt;br /&gt;
*Casting a spell on a monster doesn't make the moster respond such as a melee atack would.&lt;br /&gt;
*If you'd like to get rid of a Glyph you can convert it by dragging it into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, Dwarves more health per level, elves more mana, etc.&lt;br /&gt;
&lt;br /&gt;
Important thing to notice: max mana doesn't increase with levels. Everyone except the Elf (who can convert glyphs and items to boost his max mana) has to pick powerups, items and boons if they want to increase their max mana.&lt;br /&gt;
&lt;br /&gt;
You always start with 10, and there are always 3 mana powerups in a dungeon. When you've found all of them, you'll be at 13. This lets you cast the guaranteed-spawn glyph Burndayraz twice in adition to your melee every time your bars are full. 13 max mana also means that if you drink a mana potion with the 1 remaining mana left you'll be at exactly 6 for one more Burndayraz.&lt;br /&gt;
&lt;br /&gt;
Also, mana is restored at a rate of 1 point per tile.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
*As you explore the dungeon, you will restore depleted hit points and mana. The unexplored dungeon parts of a dungeon called '''exploration''' or '''blackspace''' is a depletable resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
*For every tile of blackspace you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
*When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, a Fortitude Potion, using the HALPMEH glyph, or by gaining a level.&lt;br /&gt;
*When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, a Burn Salve or by gaining a level.&lt;br /&gt;
*Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
*As you '''explore the dungeon''', wounded '''monsters regenerate''' health. They heal 1 health point per level per square uncovered. (A level 4 monster, will recover 4 health points each tile you uncover)&lt;br /&gt;
*No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
This is also extremely important : exploring the dungeon will both heal you and the monsters. Thus most higher level '''monsters heal quicker than you''' do. So, it's often not a very good idea to explore mid-fight to heal. There are other ways to get health during a fight such as potions or level-up.&lt;br /&gt;
&lt;br /&gt;
You will soon discover that this rule is not always true and that you can [[regen-fighting|regen-fight]] many monsters (such as [[meat man]])) if you figure out how it's done and when it's done best. '''Regen fighting''' is a powerful tool, and used in small ammounts it will improve your ability to kill monsters higher level than you.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
*3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
* Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Bloodmage (Mana Potion 60% effective).&lt;br /&gt;
*Don't hesitate to pick these up as soon as you see them! Their scaling effects are always added to your total as if you had them from the start.&lt;br /&gt;
*Every Health Powerup gives you 1 Max Health per Level. Dwarf's Conversion works in the same way. &lt;br /&gt;
*Every Attack Powerup gives you a +10% bonus added on top of your base damage, which can be viewed by hovering your mouse cursor on your character's attack icon near the portrait. The Human conversion bonus works the same way, and this way of boosting damage scales with levels. With just your natural base damage it ammounts to +1 dmg per level for every +20%.&lt;br /&gt;
*Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
*You gain [[gold]] by finding it in piles in the dungeon.&lt;br /&gt;
*If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
*New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
Converting objects will give you some bonus depending on your race. You can convert glyphs and potions form the floor, but you have to purchase items from the shops before you can convert them.&lt;br /&gt;
&lt;br /&gt;
You can also convert stuff without minding the bonus if you really want some inventory space for other things.&lt;br /&gt;
&lt;br /&gt;
*Any glyph can be draged to the conversion box for 100 conversion points at any point.&lt;br /&gt;
*If you find or buy an item you're not going to use, or have found something better but don't have the space, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
*If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
*Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
Preparation is the choice of objects that you decide to carry with you before starting a dungeon.&lt;br /&gt;
*You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
*Preparations are a large variety of things that help your adventurer. Anything from making sure a particular altar will appear, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
*Every adventurer has 6 inventory slots.&lt;br /&gt;
*Each slot can either hold one large item or 5 small items.&lt;br /&gt;
*Items like potions, charms and pendants are small space.&lt;br /&gt;
*Most items, including glyphs, are large space items&lt;br /&gt;
*Once an object is in your inventory, to only way to get rid of it is to convert it. It is then gone forever, so only pick up what you need or want to play around with immediately and leave other stuff around.&lt;br /&gt;
&lt;br /&gt;
The last bit is important, as the dungeon floor is an extension of your inventory. You may not want to use a glyph or an item to fight regular monsters, but you'd like it for the boss fight - so you can convert a leveling tool when you're ready for the boss fight and pick up your boss fighting gear that you left on the ground.&lt;br /&gt;
&lt;br /&gt;
Whether to pick something up, leave it on the ground (or in the shop) or convert it immediately also depends on your racial bonus. An Elf or an Orc might want to convert something early on, a halfling only wants to convert when they want to actually use a potion, and a Dwarf's conversion benefits don't really kick in at all before lvl 4-5 so they are in no rush to dump stuff.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
There are no gods when you start the game. But you will soon unlock them. They are one of the most powerful features in the game.&lt;br /&gt;
*[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
*Different actions can have you either gain or lose piety (depending on the good)&lt;br /&gt;
*Piety is used to purchase boons, which provide the player with benefits.&lt;br /&gt;
*If your piety goes below 0 you invoke the god's punishment, which usually isn't good news...&lt;br /&gt;
*If you have at least 50 piety, you can '''swap over''' to another god (convert). This halves your current piety. Some gods can be used strictly as a &amp;quot;piety farm&amp;quot; - they are easy to gain piety and small perks with before you swap into a more demanding god with a big lump of piety you farmed with the other god.&lt;br /&gt;
*If you '''desecrate''' another god's altar for a hefty piety boost with your current god  and pardons from the next three piety losses you would receive, but it immediately  invokes the other god's punishment. Learning which punishments to avoid and which don't affect your (current) character in a very meaningful way is quite important for good god play, as it lets you rush powerful boons.&lt;br /&gt;
*Gods are unlocked by completing the challenges in their subdungeon(s).&lt;br /&gt;
*Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
*The number of altars that appear in a dungeon depends on the number of gods you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
*Use your glyphs. With everything. The &amp;quot;Fighter&amp;quot;'s class name is one of the biggest missnamings in the history of gaming, and in DD even the Berserker gets more powerful with glyph use.&lt;br /&gt;
*Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
*Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
*Potions are very useful to immediately gain health and mana, but before you unlock items and gods you are often limited to them and dings for refilling during a boss fight. This is why you'll often see veteran players recommend always saving them (except that later on you unlock enough other means of refilling that those vets often never even use them and would've done better to at least use them to level up more efficiently).&lt;br /&gt;
*Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
*Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster if you'll level up after killing anyway&lt;br /&gt;
*The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you use it for the killing blow.&lt;br /&gt;
*The fireball spell is useful for softening monsters up before hitting them. It always spawns.&lt;br /&gt;
*Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot. If you haven't won, always exit the dungeon via the stairs.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
*When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
*Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
*With all of the gold you will be racking up in your vault, you can upgrade your kingdom.&lt;br /&gt;
*There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
*You can gain a new class, and a new monster for dungeon runs along with it.&lt;br /&gt;
*You can gain a new race.&lt;br /&gt;
*You can gain new preparations.&lt;br /&gt;
*See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
*One special type of preparation is the adventuring locker.&lt;br /&gt;
*If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
*If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
*Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52112</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52112"/>
				<updated>2015-11-03T16:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes wasted resources. The second most important thing to understand is that '''everything''' is a resource. [[Items]], health, [[mana]], [[gods#Piety and Altars|piety]](you'll get to that later) and [[gold]] are not the only things you will want to manage. Exploration, [[level|experience]], [[popcorn|low-level enemies]], even your health is a resource to be managed! &lt;br /&gt;
&lt;br /&gt;
If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed, and things will come gradually. &lt;br /&gt;
&lt;br /&gt;
You can read more advanced strategies [[Strategy|there]], or in the articles dedicated to each [[class]], [[race]], [[god]] or [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
== The basics of the basics ==&lt;br /&gt;
7 basic rules to help you :&lt;br /&gt;
*Try to '''kill monsters''' which are '''[[New Players Guide#Gaining Levels|higher level than you]]'''. It will give you bonus experience, and you will need it.&lt;br /&gt;
*Use '''glyphs''' (spells) with any character you play, regardless of the class name. The Fighter is a better spellcaster than he is a &amp;quot;fighter&amp;quot;. Not using glyphs will make it quite difficult to kill higher level enemies. BURNDAYRAZ, a direct damage glyph, always spawns on every run.&lt;br /&gt;
*'''[[New Players Guide#Healing and Restoring Mana|Explore wisely]]''' : unexplored tiles or '''blackspace''' can be a valuable resource.&lt;br /&gt;
*'''[[New Players Guide#Monster Health Regeneration|Monsters heal]]''' when you are '''exploring''' ! So, unless you know that you can heal faster than they do, don't explore during a fight, and try to fully heal before your fight.&lt;br /&gt;
*'''[[New Players Guide#Mid fight level-up|Leveling up]]''' will restore your '''health and mana'''. Killing low level monsters during a tough fight to refill both your health and mana is one of the cornerstones of DD play. &lt;br /&gt;
*'''Prepare''' for your fights! Using glyphs like [[BYSSEPS]] or [[ENDISWAL]] and then exploring a few tiles before the fight will have you start it with a bonus and full health and mana.&lt;br /&gt;
*'''Read''' the combat '''prediction'''. When hovering a monster the game predicts next blow result. It would be silly not to read that ! It also predicts how hits you will have to give to kill the monster. It is extremely useful...&lt;br /&gt;
&lt;br /&gt;
Now, you can keep going for some more detailed advice&lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Your objective is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
Anything else in the game should be considered as resources to prepare the boss fight : unexplored space, glyphs, [[gold]], shops, potions, gods but also monsters (they're XP powerups but they're tricky to pick up!). There are ways to turn even walls and bloodpools monsters leave behing when they die into a weapon!&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
Consider monsters as '''&amp;quot;hard to pick up XP boosters&amp;quot;''' : killing them adds to your experience bar, and experience allows you to level up. Every level-up makes you stronger and refills you health and mana.&lt;br /&gt;
&lt;br /&gt;
Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
*+10 max HP&lt;br /&gt;
*+5 base damage&lt;br /&gt;
*A full health and mana bar refill&lt;br /&gt;
*A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
And additionally:&lt;br /&gt;
&lt;br /&gt;
*An increase in your health regeneration rate&lt;br /&gt;
*An increase in your Burndayraz damage rate&lt;br /&gt;
&lt;br /&gt;
And it also means that:&lt;br /&gt;
&lt;br /&gt;
*Every +20% damage increase is essentially +1 dmg per level.&lt;br /&gt;
&lt;br /&gt;
====Hunt for bonus XP!====&lt;br /&gt;
&lt;br /&gt;
First of all - if you're higher level than a monster you get first strike against it. This means that if you outlevel a monster, and have enough damage, you can kill it wihtout expending any resources. You can (and should!) do this while you're fighting a different, tougher monster.&lt;br /&gt;
&lt;br /&gt;
Killing higher-level monsters gives you bonus experience, and you will need it : if you stick to killing monsters who are same level as you, you're not likely to  have enough xp to rise higher than level 4 or 5. And what's worse - you won't have any easy to pick up  XP powerups to munch on for a refill while you fight the boss! &lt;br /&gt;
&lt;br /&gt;
Since leveling up instantly refills your health and mana, you don't necessarily want to reach the highest possible level before you fight the boss. What you do want is to level up efficiently. If you get bonus XP from higher level kills, this will leave a lot of low level monsters on the board for you to refill with while you fight the boss or a high level monster.&lt;br /&gt;
&lt;br /&gt;
You will also soon discover many other ways to get bonus XP, and you can read some technical details in the [[level]] article.&lt;br /&gt;
&lt;br /&gt;
====Mid fight level-up====&lt;br /&gt;
Don't forget : your sole target is to kill the boss. Other monsters are (usually) not your enemies, but XP boosters that you need make the best use of to kill the boss.&lt;br /&gt;
&lt;br /&gt;
For an easy mid-fight refil you can prepare for the fight making sure that you are within a few XP of leveling up before starting a fight with a tough monster or boss.&lt;br /&gt;
&lt;br /&gt;
Then just fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster. &lt;br /&gt;
This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
Lower monsters are called &amp;quot;[[popcorn]]&amp;quot;. You can read more about it. With enough bonus experience from higher level kills, you can have plenty of popcorn left to ding several times in a fight, not just once, and well played spellcasters can even ding through a boss fight starting at very, very low levels, even level 1.&lt;br /&gt;
&lt;br /&gt;
=== Combat Strike Order ===&lt;br /&gt;
&lt;br /&gt;
*The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
*The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
*The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out.&lt;br /&gt;
&lt;br /&gt;
You can read more in the [[strike order]] article&lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
*Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
*In order to use the spell the glyph has to be in your inventory.&lt;br /&gt;
*Casting a spell on a monster doesn't make the moster respond such as a melee atack would.&lt;br /&gt;
*If you'd like to get rid of a Glyph you can convert it by dragging it into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, Dwarves more health per level, elves more mana, etc.&lt;br /&gt;
&lt;br /&gt;
Important thing to notice: max mana doesn't increase with levels. Everyone except the Elf (who can convert glyphs and items to boost his max mana) has to pick powerups, items and boons if they want to increase their max mana.&lt;br /&gt;
&lt;br /&gt;
You always start with 10, and there are always 3 mana powerups in a dungeon. When you've found all of them, you'll be at 13. This lets you cast the guaranteed-spawn glyph Burndayraz twice in adition to your melee every time your bars are full. 13 max mana also means that if you drink a mana potion with the 1 remaining mana left you'll be at exactly 6 for one more Burndayraz.&lt;br /&gt;
&lt;br /&gt;
Also, mana is restored at a rate of 1 point per tile.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
*As you explore the dungeon, you will restore depleted hit points and mana. The unexplored dungeon parts of a dungeon called '''exploration''' or '''blackspace''' is a depletable resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
*For every tile of blackspace you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
*When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, a Fortitude Potion, using the HALPMEH glyph, or by gaining a level.&lt;br /&gt;
*When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, a Burn Salve or by gaining a level.&lt;br /&gt;
*Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
*As you '''explore the dungeon''', wounded '''monsters regenerate''' health. They heal 1 health point per level per square uncovered. (A level 4 monster, will recover 4 health points each tile you uncover)&lt;br /&gt;
*No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
This is also extremely important : exploring the dungeon will both heal you and the monsters. Thus most higher level '''monsters heal quicker than you''' do. So, it's often not a very good idea to explore mid-fight to heal. There are other ways to get health during a fight such as potions or level-up.&lt;br /&gt;
&lt;br /&gt;
You will soon discover that this rule is not always true and that you can [[regen-fighting|regen-fight]] many monsters (such as [[meat man]])) if you figure out how it's done and when it's done best. '''Regen fighting''' is a powerful tool, and used in small ammounts it will improve your ability to kill monsters higher level than you.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
*3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
* Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Bloodmage (Mana Potion 60% effective).&lt;br /&gt;
*Don't hesitate to pick these up as soon as you see them! Their scaling effects are always added to your total as if you had them from the start.&lt;br /&gt;
*Every Health Powerup gives you 1 Max Health per Level. Dwarf's Conversion works in the same way. &lt;br /&gt;
*Every Attack Powerup gives you a +10% bonus added on top of your base damage, which can be viewed by hovering your mouse cursor on your character's attack icon near the portrait. The Human conversion bonus works the same way, and this way of boosting damage scales with levels. With just your natural base damage it ammounts to +1 dmg per level for every +20%.&lt;br /&gt;
*Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
*You gain [[gold]] by finding it in piles in the dungeon.&lt;br /&gt;
*If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
*New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
Converting objects will give you some bonus depending on your race. You can convert glyphs and potions form the floor, but you have to purchase items from the shops before you can convert them.&lt;br /&gt;
&lt;br /&gt;
You can also convert stuff without minding the bonus if you really want some inventory space for other things.&lt;br /&gt;
&lt;br /&gt;
*Any glyph can be draged to the conversion box for 100 conversion points at any point.&lt;br /&gt;
*If you find or buy an item you're not going to use, or have found something better but don't have the space, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
*If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
*Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
Preparation is the choice of objects that you decide to carry with you before starting a dungeon.&lt;br /&gt;
*You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
*Preparations are a large variety of things that help your adventurer. Anything from making sure a particular altar will appear, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
*Every adventurer has 6 inventory slots.&lt;br /&gt;
*Each slot can either hold one large item or 5 small items.&lt;br /&gt;
*Items like potions, charms and pendants are small space.&lt;br /&gt;
*Most items, including glyphs, are large space items&lt;br /&gt;
*Once an object is in your inventory, to only way to get rid of it is to convert it. It is then gone forever, so only pick up what you need or want to play around with immediately and leave other stuff around.&lt;br /&gt;
&lt;br /&gt;
The last bit is important, as the dungeon floor is an extension of your inventory. You may not want to use a glyph or an item to fight regular monsters, but you'd like it for the boss fight - so you can convert a leveling tool when you're ready for the boss fight and pick up your boss fighting gear that you left on the ground.&lt;br /&gt;
&lt;br /&gt;
Whether to pick something up, leave it on the ground (or in the shop) or convert it immediately also depends on your racial bonus. An Elf or an Orc might want to convert something early on, a halfling only wants to convert when they want to actually use a potion, and a Dwarf's conversion benefits don't really kick in at all before lvl 4-5 so they are in no rush to dump stuff.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
There are no gods when you start the game. But you will soon unlock them. They are one of the most powerful features in the game.&lt;br /&gt;
*[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
*Different actions can have you either gain or lose piety (depending on the good)&lt;br /&gt;
*Piety is used to purchase boons, which provide the player with benefits.&lt;br /&gt;
*If your piety goes below 0 you invoke the god's punishment, which usually isn't good news...&lt;br /&gt;
*If you have at least 50 piety, you can '''swap over''' to another god (convert). This halves your current piety. Some gods can be used strictly as a &amp;quot;piety farm&amp;quot; - they are easy to gain piety and small perks with before you swap into a more demanding god with a big lump of piety you farmed with the other god.&lt;br /&gt;
*If you '''desecrate''' another god's altar for a hefty piety boost with your current god  and pardons from the next three piety losses you would receive, but it immediately  invokes the other god's punishment. Learning which punishments to avoid and which don't affect your (current) character in a very meaningful way is quite important for good god play, as it lets you rush powerful boons.&lt;br /&gt;
*Gods are unlocked by completing the challenges in their subdungeon(s).&lt;br /&gt;
*Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
*The number of altars that appear in a dungeon depends on the number of gods you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
*Use your glyphs. With everything. The &amp;quot;Fighter&amp;quot;'s class name is one of the biggest missnamings in the history of gaming, and in DD even the Berserker gets more powerful with glyph use.&lt;br /&gt;
*Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
*Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
*Potions are very useful to immediately gain health and mana, but before you unlock items and gods you are often limited to them and dings for refilling during a boss fight. This is why you'll often see veteran players recommend always saving them (except that later on you unlock enough other means of refilling that those vets often never even use them and would've done better to at least use them to level up more efficiently).&lt;br /&gt;
*Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
*Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster if you'll level up after killing anyway&lt;br /&gt;
*The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you use it for the killing blow.&lt;br /&gt;
*The fireball spell is useful for softening monsters up before hitting them. It always spawns.&lt;br /&gt;
*Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot. If you haven't won, always exit the dungeon via the stairs.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
*When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
*Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
*With all of the gold you will be racking up in your vault, you can upgrade your kingdom.&lt;br /&gt;
*There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
*You can gain a new class, and a new monster for dungeon runs along with it.&lt;br /&gt;
*You can gain a new race.&lt;br /&gt;
*You can gain new preparations.&lt;br /&gt;
*See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
*One special type of preparation is the adventuring locker.&lt;br /&gt;
*If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
*If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
*Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52111</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52111"/>
				<updated>2015-11-03T15:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Dungeon's Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kingdom's Gold==&lt;br /&gt;
The gold owned by the kingdom and the one owned by you adventurers are two different things. Appart from the small amount of gold they bring with thme, adventurers will most rely on what they find in the dungeons, and they will mostly used it to purchase things from the dungeons merchants. While kindom's gold is handled in much larger quantity, and is mostly used to unlock buildings and prepare adventurers.&lt;br /&gt;
&lt;br /&gt;
==Dungeon's Gold==&lt;br /&gt;
===Finding gold===&lt;br /&gt;
How much gold is there in a dungeon ?&lt;br /&gt;
====Gold piles====&lt;br /&gt;
There are 10 gold piles in each dungeon. Each pile can have a 1-gold, 2-gold or 3-gold value. There is never fewer than 2 of each pile type, but otherwise the split seems random. So on the average is 20 gold (usually between 17 and 23).&lt;br /&gt;
&lt;br /&gt;
====Subdungeons====&lt;br /&gt;
Some [[subdungeons]] will have 5 random gold piles. These will again have the same values (1-gold to 3-gold), so on average finding such a sub nets you an additional 10 gold.&lt;br /&gt;
&lt;br /&gt;
There is the &amp;quot;lots of gold&amp;quot; secret sub, that has 20 gold piles, giving you 40 extra gold.&lt;br /&gt;
&lt;br /&gt;
====Petrified monsters====&lt;br /&gt;
Petrified monsters leave one gold coin when their are destroyed.&lt;br /&gt;
&lt;br /&gt;
====Boss' gold====&lt;br /&gt;
When there are multiple boss in a dungeon, the trophy they drop can be sold in the dungeon for 25 gold.&lt;br /&gt;
&lt;br /&gt;
====Preparations====&lt;br /&gt;
Black Market adds +1 gold to each pile, which - given the 10 piles - means you get an eventual +10 gold. Needless to say, if you find any of the subs with gold in them, it will be worth even more (or, if you are using IMAWAL and some means to break walls; the gold piles left are normally worth 1-gold, but Black Market also boosts that by +1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using gold===&lt;br /&gt;
The most obvious gold use is objects purchase from the shops. But keep in mind that objects can be converted, so gold is potential conversion points.&lt;br /&gt;
&lt;br /&gt;
There are some other usage, depending on your situation : &lt;br /&gt;
* You can purchase piety for [[Tikki Toki]]&lt;br /&gt;
* Some objects require gold to perform, such as the [[Crystal ball]]&lt;br /&gt;
&lt;br /&gt;
Finally you can bring your money back to the kingdom. But while 50 gold is a lot of cash in a dungeon, it is really not much money in a kingdom...&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52088</id>
		<title>Dungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52088"/>
				<updated>2015-11-01T17:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 difficulties of dungeons in Desktop Dungeons: Easy, Normal, Hard, and Vicious.&lt;br /&gt;
Although each of them has its own custom rules, they share the same [[dungeon layout|basic layout]].&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Region&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Flavor Text&lt;br /&gt;
!Boss(es)&lt;br /&gt;
!Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hobbler's Hold]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Easy&lt;br /&gt;
|&lt;br /&gt;
''For struggling journeymen who want to help the realm, but aren't quite ready for the full adventuring experience. Corpses of previous hopefuls litter this dungeon, offering much-needed looting opportunities. The lord of the hold is also old and sickly compared to his counterparts in other dungeons.''&lt;br /&gt;
|&lt;br /&gt;
Lord Gobb (Level 8 version)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Venture Cave]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''A balanced and ever-evolving experience for aspiring heros, Venture Cave is one of the realm's favourite mercenary attractions.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Den of Danger]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The Den of Danger is a settlement near your kingdom. A reliable adventuring favourite, this classic dungeon plays host to many of the realms known denizens.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Northern Desert]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''Far to the north lies a desert that few are foolish enough to cross. It is said those of magical aptitude can find ancient knowledge if they survive the desert heat and monsters.''&lt;br /&gt;
|&lt;br /&gt;
Either Tower of Goo (Goo Blob) or The Tormented One (Wraith)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and desert trolls&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Eastern Tundra]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The tundra is roamed by the undead, but it was not always this way. The legends say this used to be the realm of the living, but the undead infest it to keep something hidden.''&lt;br /&gt;
|&lt;br /&gt;
Count BlahBlah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Southern Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The swamp is the home of serpents and naga. Poison and weakening can law low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled &amp;quot;excavators&amp;quot;.''&lt;br /&gt;
|&lt;br /&gt;
Jörmungandr (Snake)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and naga&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Western Jungle]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The jungles to the west claim almost all who wander into them. Only the strongest warriors seem to stand a chance here.''&lt;br /&gt;
|&lt;br /&gt;
Getandafix (Druid)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Grimm's Grotto]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The Grotto is a place where more seasoned adventurers tend to mess about with swords and sorcery. It's absolutely infested with all sorts of nasty nasties which seem a fair bit tougher than the average dungeon monster.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Doubledoom]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Whenever the dungeoneering landscape gets a bit crowded, more economically-minded dungeon horrors will share their living quarters with other creatures. Adventurers who wander into the coincidentally-named Doubledoom Crypt often report multiple boss sightings.''&lt;br /&gt;
|&lt;br /&gt;
Random x2 (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Rock Garden]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes.''&lt;br /&gt;
|&lt;br /&gt;
Brother of Stone (Golem)&lt;br /&gt;
Brother of Earth (Golem)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Rock trolls, golems, wraiths, goo blobs, and dragon spawn&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Creeplight Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Rumors persist of a dark cult operating from the ruins if ancient monastary in the frozen wastes. A hero is needed to disband them.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Disband&amp;quot; may be interpreted as slaughter where appropriate.''&lt;br /&gt;
|&lt;br /&gt;
Anoobis (Cultist, revives as a zombie and a wraith)&lt;br /&gt;
|&lt;br /&gt;
Zombies, snakes, golems, and cultists/shades&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hexx Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly''&lt;br /&gt;
|&lt;br /&gt;
Stheno (Gorgon, Palette swap)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgon, naga, meat men, goo blobs, goblins, and snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''A distant valley lies hidden from the world, nestled between mountains and protected by a mighty river. Travelers report malevolent spirits stirring up the waters and trolls guarding the few crossing points that exist.''&lt;br /&gt;
|&lt;br /&gt;
Zin Kibaru (Zombie)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Bandits, druids, goblins, goats, rusalkas, tokoloshes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Shifting Passages]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The illusion that kept the ancient desert empire hidden was the work of ancient and sinister changeling demons. Madness and death await most heros here.''&lt;br /&gt;
|&lt;br /&gt;
Evolvia (Changeling)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Changelings, djinns, dragon spawn, goats, and wraiths&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Halls of Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ick Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The villagers of Ick are peace-loving people who exist in not-so-peace-loving times. They live in terror of the nearby swamp--a source of mysterious lights, botanical experiments, and serpentine horrors.''&lt;br /&gt;
|&lt;br /&gt;
Itssaama Itsssa (Naga)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, vampires, warlocks, naga, and all types of plants (excluding erosive eelroot)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Labyrinth]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Many curious explorers wander into the ancient underground structure know only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''&lt;br /&gt;
|&lt;br /&gt;
Rex (Minotaur)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, zombies, goblins, dragon spawn, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Cursed Oasis]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Said to be the site of a magical experiment gone horribly wrong, and inhabited by an immortal dragon, few survive a trip to this cursed oasis.''&lt;br /&gt;
|&lt;br /&gt;
Cursed Shade (Unique, Shade)*&lt;br /&gt;
Cursed Dragon (Dragon Spawn)&lt;br /&gt;
|&lt;br /&gt;
Wraith, Serpent, Bandit, Animated Armor, Thrall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Berserker Camp]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The recent undead uprising has agitated members of the local Jötunncarve tribe. Unfortunately, &amp;quot;agitated&amp;quot; in berserker terms tends to incorporate various degrees of murderous rage'.&lt;br /&gt;
|&lt;br /&gt;
Bjõrn Úlfhéõinn (Berserker)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Berserkers, zombies, frozen trolls, burn vipers, and warlocks&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Slime Pit]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In the wreckage of a former goblin sludge mine, an entire colony of gooey, corrosive nightmares waits for heros to come and be slimed upon.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
|&lt;br /&gt;
Meat men, gelatinous things, muck walkers, goo blobs, slime blobs, and acid blobs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Magma Mines]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Goblins are always thinking of interesting new ways to make money. When mining for raw ore and sludge doesn't work out, they'll dig up and sell large quantities of lava instead. Nobody's really sure how that works.''&lt;br /&gt;
|&lt;br /&gt;
Durr (Goblin)*&lt;br /&gt;
Hurr (Goblin)*&lt;br /&gt;
Herp the Foreman (Goblin, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Goblins, wraiths, goo blobs, rock trolls, and cave snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Tower of Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Count Blahblah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''The arch-wizards of the old desert empire played with hellfire, and their entire empire suffered for it. Now malevolent beings seek to bring forth a world-destroying force.''&lt;br /&gt;
|&lt;br /&gt;
Perivolcan Ze (Demonlord)*&lt;br /&gt;
Perivolcan Pa (Demonlord)*&lt;br /&gt;
Mesostel Ze (Demonlord)*&lt;br /&gt;
Mesostel Pa (Demonlord)*&lt;br /&gt;
Aphelion (Demonlord)*&lt;br /&gt;
The Avatar (Unique, Animated armor palette swap)&lt;br /&gt;
|&lt;br /&gt;
Doom armours, thralls, djinns, imps, goats, cultists, succubi, and steel golems&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''You've tracked the undead scourge to its source: an ancient lair belonging to the immortal Namtar. It is said that death itself can neither see nor control him.''&lt;br /&gt;
|&lt;br /&gt;
Namtar (Unique, Uses multiple sprites)&lt;br /&gt;
|&lt;br /&gt;
Frozen trolls, warlocks, goo blobs, shades, burn vipers, and vampires.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Bleaty (Goat)&lt;br /&gt;
Tomithy Longdall (Bandit)&lt;br /&gt;
Tormented One (Wraith)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
Frank (Zombie)&lt;br /&gt;
Iron Man (Golem)&lt;br /&gt;
Lord Gobb (Goblin)&lt;br /&gt;
Aequitas (Wizard)&lt;br /&gt;
Kinisssch (Naga, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Naga, burn vipers, vampires, acid blobs, meat men, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''This archipelago is home to the world's last true dragon: an ancient and terrifying creature long thought to be extinct. It is said that these giant lizards used to devour dozens of adventurers at once.''&lt;br /&gt;
|&lt;br /&gt;
The Firstborn (Dragon Spawn)*&lt;br /&gt;
The Matron of Flame (Unique, Dragon spawn palette swap)&lt;br /&gt;
|&lt;br /&gt;
Dragon spawn, druids, meat men, zombies, serpents, and animated armours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These are meant to be killed first, so you may not get a trophy from them.  It is technically possible to kill Hurr or Durr last on Magma Mines, but there is no reward or rational reason for doing so.&lt;br /&gt;
*Note: All hard and vicious dungeons have a random monster added from your currently unlocked monsters.&lt;br /&gt;
*Note: The monster type specified in brackets after the boss name doesn't necessarily have to do with the stats or abilities of the monster, just the trophy it gets and its sprite. &lt;br /&gt;
*Note: Unique type means they drop an item that is usually only attainable through killing them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52087</id>
		<title>Dungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52087"/>
				<updated>2015-11-01T17:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 difficulties of dungeons in Desktop Dungeons: Easy, Normal, Hard, and Vicious.&lt;br /&gt;
Although they have theire own custom rules, they share the same [[dungeon layout|basic layout]].&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Region&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Flavor Text&lt;br /&gt;
!Boss(es)&lt;br /&gt;
!Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hobbler's Hold]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Easy&lt;br /&gt;
|&lt;br /&gt;
''For struggling journeymen who want to help the realm, but aren't quite ready for the full adventuring experience. Corpses of previous hopefuls litter this dungeon, offering much-needed looting opportunities. The lord of the hold is also old and sickly compared to his counterparts in other dungeons.''&lt;br /&gt;
|&lt;br /&gt;
Lord Gobb (Level 8 version)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Venture Cave]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''A balanced and ever-evolving experience for aspiring heros, Venture Cave is one of the realm's favourite mercenary attractions.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Den of Danger]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The Den of Danger is a settlement near your kingdom. A reliable adventuring favourite, this classic dungeon plays host to many of the realms known denizens.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Northern Desert]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''Far to the north lies a desert that few are foolish enough to cross. It is said those of magical aptitude can find ancient knowledge if they survive the desert heat and monsters.''&lt;br /&gt;
|&lt;br /&gt;
Either Tower of Goo (Goo Blob) or The Tormented One (Wraith)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and desert trolls&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Eastern Tundra]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The tundra is roamed by the undead, but it was not always this way. The legends say this used to be the realm of the living, but the undead infest it to keep something hidden.''&lt;br /&gt;
|&lt;br /&gt;
Count BlahBlah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Southern Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The swamp is the home of serpents and naga. Poison and weakening can law low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled &amp;quot;excavators&amp;quot;.''&lt;br /&gt;
|&lt;br /&gt;
Jörmungandr (Snake)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and naga&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Western Jungle]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The jungles to the west claim almost all who wander into them. Only the strongest warriors seem to stand a chance here.''&lt;br /&gt;
|&lt;br /&gt;
Getandafix (Druid)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Grimm's Grotto]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The Grotto is a place where more seasoned adventurers tend to mess about with swords and sorcery. It's absolutely infested with all sorts of nasty nasties which seem a fair bit tougher than the average dungeon monster.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Doubledoom]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Whenever the dungeoneering landscape gets a bit crowded, more economically-minded dungeon horrors will share their living quarters with other creatures. Adventurers who wander into the coincidentally-named Doubledoom Crypt often report multiple boss sightings.''&lt;br /&gt;
|&lt;br /&gt;
Random x2 (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Rock Garden]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes.''&lt;br /&gt;
|&lt;br /&gt;
Brother of Stone (Golem)&lt;br /&gt;
Brother of Earth (Golem)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Rock trolls, golems, wraiths, goo blobs, and dragon spawn&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Creeplight Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Rumors persist of a dark cult operating from the ruins if ancient monastary in the frozen wastes. A hero is needed to disband them.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Disband&amp;quot; may be interpreted as slaughter where appropriate.''&lt;br /&gt;
|&lt;br /&gt;
Anoobis (Cultist, revives as a zombie and a wraith)&lt;br /&gt;
|&lt;br /&gt;
Zombies, snakes, golems, and cultists/shades&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hexx Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly''&lt;br /&gt;
|&lt;br /&gt;
Stheno (Gorgon, Palette swap)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgon, naga, meat men, goo blobs, goblins, and snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''A distant valley lies hidden from the world, nestled between mountains and protected by a mighty river. Travelers report malevolent spirits stirring up the waters and trolls guarding the few crossing points that exist.''&lt;br /&gt;
|&lt;br /&gt;
Zin Kibaru (Zombie)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Bandits, druids, goblins, goats, rusalkas, tokoloshes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Shifting Passages]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The illusion that kept the ancient desert empire hidden was the work of ancient and sinister changeling demons. Madness and death await most heros here.''&lt;br /&gt;
|&lt;br /&gt;
Evolvia (Changeling)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Changelings, djinns, dragon spawn, goats, and wraiths&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Halls of Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ick Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The villagers of Ick are peace-loving people who exist in not-so-peace-loving times. They live in terror of the nearby swamp--a source of mysterious lights, botanical experiments, and serpentine horrors.''&lt;br /&gt;
|&lt;br /&gt;
Itssaama Itsssa (Naga)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, vampires, warlocks, naga, and all types of plants (excluding erosive eelroot)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Labyrinth]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Many curious explorers wander into the ancient underground structure know only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''&lt;br /&gt;
|&lt;br /&gt;
Rex (Minotaur)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, zombies, goblins, dragon spawn, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Cursed Oasis]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Said to be the site of a magical experiment gone horribly wrong, and inhabited by an immortal dragon, few survive a trip to this cursed oasis.''&lt;br /&gt;
|&lt;br /&gt;
Cursed Shade (Unique, Shade)*&lt;br /&gt;
Cursed Dragon (Dragon Spawn)&lt;br /&gt;
|&lt;br /&gt;
Wraith, Serpent, Bandit, Animated Armor, Thrall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Berserker Camp]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The recent undead uprising has agitated members of the local Jötunncarve tribe. Unfortunately, &amp;quot;agitated&amp;quot; in berserker terms tends to incorporate various degrees of murderous rage'.&lt;br /&gt;
|&lt;br /&gt;
Bjõrn Úlfhéõinn (Berserker)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Berserkers, zombies, frozen trolls, burn vipers, and warlocks&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Slime Pit]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In the wreckage of a former goblin sludge mine, an entire colony of gooey, corrosive nightmares waits for heros to come and be slimed upon.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
|&lt;br /&gt;
Meat men, gelatinous things, muck walkers, goo blobs, slime blobs, and acid blobs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Magma Mines]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Goblins are always thinking of interesting new ways to make money. When mining for raw ore and sludge doesn't work out, they'll dig up and sell large quantities of lava instead. Nobody's really sure how that works.''&lt;br /&gt;
|&lt;br /&gt;
Durr (Goblin)*&lt;br /&gt;
Hurr (Goblin)*&lt;br /&gt;
Herp the Foreman (Goblin, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Goblins, wraiths, goo blobs, rock trolls, and cave snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Tower of Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Count Blahblah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''The arch-wizards of the old desert empire played with hellfire, and their entire empire suffered for it. Now malevolent beings seek to bring forth a world-destroying force.''&lt;br /&gt;
|&lt;br /&gt;
Perivolcan Ze (Demonlord)*&lt;br /&gt;
Perivolcan Pa (Demonlord)*&lt;br /&gt;
Mesostel Ze (Demonlord)*&lt;br /&gt;
Mesostel Pa (Demonlord)*&lt;br /&gt;
Aphelion (Demonlord)*&lt;br /&gt;
The Avatar (Unique, Animated armor palette swap)&lt;br /&gt;
|&lt;br /&gt;
Doom armours, thralls, djinns, imps, goats, cultists, succubi, and steel golems&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''You've tracked the undead scourge to its source: an ancient lair belonging to the immortal Namtar. It is said that death itself can neither see nor control him.''&lt;br /&gt;
|&lt;br /&gt;
Namtar (Unique, Uses multiple sprites)&lt;br /&gt;
|&lt;br /&gt;
Frozen trolls, warlocks, goo blobs, shades, burn vipers, and vampires.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Bleaty (Goat)&lt;br /&gt;
Tomithy Longdall (Bandit)&lt;br /&gt;
Tormented One (Wraith)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
Frank (Zombie)&lt;br /&gt;
Iron Man (Golem)&lt;br /&gt;
Lord Gobb (Goblin)&lt;br /&gt;
Aequitas (Wizard)&lt;br /&gt;
Kinisssch (Naga, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Naga, burn vipers, vampires, acid blobs, meat men, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''This archipelago is home to the world's last true dragon: an ancient and terrifying creature long thought to be extinct. It is said that these giant lizards used to devour dozens of adventurers at once.''&lt;br /&gt;
|&lt;br /&gt;
The Firstborn (Dragon Spawn)*&lt;br /&gt;
The Matron of Flame (Unique, Dragon spawn palette swap)&lt;br /&gt;
|&lt;br /&gt;
Dragon spawn, druids, meat men, zombies, serpents, and animated armours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These are meant to be killed first, so you may not get a trophy from them.  It is technically possible to kill Hurr or Durr last on Magma Mines, but there is no reward or rational reason for doing so.&lt;br /&gt;
*Note: All hard and vicious dungeons have a random monster added from your currently unlocked monsters.&lt;br /&gt;
*Note: The monster type specified in brackets after the boss name doesn't necessarily have to do with the stats or abilities of the monster, just the trophy it gets and its sprite. &lt;br /&gt;
*Note: Unique type means they drop an item that is usually only attainable through killing them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52086</id>
		<title>Dungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=52086"/>
				<updated>2015-11-01T17:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 difficulties of dungeons in Desktop Dungeons: Easy, Normal, Hard, and Vicious.&lt;br /&gt;
Although they all have their custom roles, they share the same [[dungeon layout|basic layout]]&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Region&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Flavor Text&lt;br /&gt;
!Boss(es)&lt;br /&gt;
!Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hobbler's Hold]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Easy&lt;br /&gt;
|&lt;br /&gt;
''For struggling journeymen who want to help the realm, but aren't quite ready for the full adventuring experience. Corpses of previous hopefuls litter this dungeon, offering much-needed looting opportunities. The lord of the hold is also old and sickly compared to his counterparts in other dungeons.''&lt;br /&gt;
|&lt;br /&gt;
Lord Gobb (Level 8 version)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Venture Cave]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''A balanced and ever-evolving experience for aspiring heros, Venture Cave is one of the realm's favourite mercenary attractions.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Den of Danger]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The Den of Danger is a settlement near your kingdom. A reliable adventuring favourite, this classic dungeon plays host to many of the realms known denizens.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Northern Desert]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''Far to the north lies a desert that few are foolish enough to cross. It is said those of magical aptitude can find ancient knowledge if they survive the desert heat and monsters.''&lt;br /&gt;
|&lt;br /&gt;
Either Tower of Goo (Goo Blob) or The Tormented One (Wraith)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and desert trolls&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Eastern Tundra]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The tundra is roamed by the undead, but it was not always this way. The legends say this used to be the realm of the living, but the undead infest it to keep something hidden.''&lt;br /&gt;
|&lt;br /&gt;
Count BlahBlah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Southern Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The swamp is the home of serpents and naga. Poison and weakening can law low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled &amp;quot;excavators&amp;quot;.''&lt;br /&gt;
|&lt;br /&gt;
Jörmungandr (Snake)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and naga&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Western Jungle]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The jungles to the west claim almost all who wander into them. Only the strongest warriors seem to stand a chance here.''&lt;br /&gt;
|&lt;br /&gt;
Getandafix (Druid)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Grimm's Grotto]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The Grotto is a place where more seasoned adventurers tend to mess about with swords and sorcery. It's absolutely infested with all sorts of nasty nasties which seem a fair bit tougher than the average dungeon monster.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Doubledoom]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Whenever the dungeoneering landscape gets a bit crowded, more economically-minded dungeon horrors will share their living quarters with other creatures. Adventurers who wander into the coincidentally-named Doubledoom Crypt often report multiple boss sightings.''&lt;br /&gt;
|&lt;br /&gt;
Random x2 (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Rock Garden]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes.''&lt;br /&gt;
|&lt;br /&gt;
Brother of Stone (Golem)&lt;br /&gt;
Brother of Earth (Golem)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Rock trolls, golems, wraiths, goo blobs, and dragon spawn&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Creeplight Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Rumors persist of a dark cult operating from the ruins if ancient monastary in the frozen wastes. A hero is needed to disband them.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Disband&amp;quot; may be interpreted as slaughter where appropriate.''&lt;br /&gt;
|&lt;br /&gt;
Anoobis (Cultist, revives as a zombie and a wraith)&lt;br /&gt;
|&lt;br /&gt;
Zombies, snakes, golems, and cultists/shades&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hexx Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly''&lt;br /&gt;
|&lt;br /&gt;
Stheno (Gorgon, Palette swap)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgon, naga, meat men, goo blobs, goblins, and snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''A distant valley lies hidden from the world, nestled between mountains and protected by a mighty river. Travelers report malevolent spirits stirring up the waters and trolls guarding the few crossing points that exist.''&lt;br /&gt;
|&lt;br /&gt;
Zin Kibaru (Zombie)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Bandits, druids, goblins, goats, rusalkas, tokoloshes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Shifting Passages]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The illusion that kept the ancient desert empire hidden was the work of ancient and sinister changeling demons. Madness and death await most heros here.''&lt;br /&gt;
|&lt;br /&gt;
Evolvia (Changeling)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Changelings, djinns, dragon spawn, goats, and wraiths&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Halls of Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ick Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The villagers of Ick are peace-loving people who exist in not-so-peace-loving times. They live in terror of the nearby swamp--a source of mysterious lights, botanical experiments, and serpentine horrors.''&lt;br /&gt;
|&lt;br /&gt;
Itssaama Itsssa (Naga)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, vampires, warlocks, naga, and all types of plants (excluding erosive eelroot)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Labyrinth]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Many curious explorers wander into the ancient underground structure know only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''&lt;br /&gt;
|&lt;br /&gt;
Rex (Minotaur)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, zombies, goblins, dragon spawn, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Cursed Oasis]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Said to be the site of a magical experiment gone horribly wrong, and inhabited by an immortal dragon, few survive a trip to this cursed oasis.''&lt;br /&gt;
|&lt;br /&gt;
Cursed Shade (Unique, Shade)*&lt;br /&gt;
Cursed Dragon (Dragon Spawn)&lt;br /&gt;
|&lt;br /&gt;
Wraith, Serpent, Bandit, Animated Armor, Thrall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Berserker Camp]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The recent undead uprising has agitated members of the local Jötunncarve tribe. Unfortunately, &amp;quot;agitated&amp;quot; in berserker terms tends to incorporate various degrees of murderous rage'.&lt;br /&gt;
|&lt;br /&gt;
Bjõrn Úlfhéõinn (Berserker)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Berserkers, zombies, frozen trolls, burn vipers, and warlocks&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Slime Pit]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In the wreckage of a former goblin sludge mine, an entire colony of gooey, corrosive nightmares waits for heros to come and be slimed upon.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
|&lt;br /&gt;
Meat men, gelatinous things, muck walkers, goo blobs, slime blobs, and acid blobs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Magma Mines]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Goblins are always thinking of interesting new ways to make money. When mining for raw ore and sludge doesn't work out, they'll dig up and sell large quantities of lava instead. Nobody's really sure how that works.''&lt;br /&gt;
|&lt;br /&gt;
Durr (Goblin)*&lt;br /&gt;
Hurr (Goblin)*&lt;br /&gt;
Herp the Foreman (Goblin, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Goblins, wraiths, goo blobs, rock trolls, and cave snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Tower of Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Count Blahblah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''The arch-wizards of the old desert empire played with hellfire, and their entire empire suffered for it. Now malevolent beings seek to bring forth a world-destroying force.''&lt;br /&gt;
|&lt;br /&gt;
Perivolcan Ze (Demonlord)*&lt;br /&gt;
Perivolcan Pa (Demonlord)*&lt;br /&gt;
Mesostel Ze (Demonlord)*&lt;br /&gt;
Mesostel Pa (Demonlord)*&lt;br /&gt;
Aphelion (Demonlord)*&lt;br /&gt;
The Avatar (Unique, Animated armor palette swap)&lt;br /&gt;
|&lt;br /&gt;
Doom armours, thralls, djinns, imps, goats, cultists, succubi, and steel golems&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''You've tracked the undead scourge to its source: an ancient lair belonging to the immortal Namtar. It is said that death itself can neither see nor control him.''&lt;br /&gt;
|&lt;br /&gt;
Namtar (Unique, Uses multiple sprites)&lt;br /&gt;
|&lt;br /&gt;
Frozen trolls, warlocks, goo blobs, shades, burn vipers, and vampires.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Bleaty (Goat)&lt;br /&gt;
Tomithy Longdall (Bandit)&lt;br /&gt;
Tormented One (Wraith)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
Frank (Zombie)&lt;br /&gt;
Iron Man (Golem)&lt;br /&gt;
Lord Gobb (Goblin)&lt;br /&gt;
Aequitas (Wizard)&lt;br /&gt;
Kinisssch (Naga, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Naga, burn vipers, vampires, acid blobs, meat men, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''This archipelago is home to the world's last true dragon: an ancient and terrifying creature long thought to be extinct. It is said that these giant lizards used to devour dozens of adventurers at once.''&lt;br /&gt;
|&lt;br /&gt;
The Firstborn (Dragon Spawn)*&lt;br /&gt;
The Matron of Flame (Unique, Dragon spawn palette swap)&lt;br /&gt;
|&lt;br /&gt;
Dragon spawn, druids, meat men, zombies, serpents, and animated armours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Vicious Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
None&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These are meant to be killed first, so you may not get a trophy from them.  It is technically possible to kill Hurr or Durr last on Magma Mines, but there is no reward or rational reason for doing so.&lt;br /&gt;
*Note: All hard and vicious dungeons have a random monster added from your currently unlocked monsters.&lt;br /&gt;
*Note: The monster type specified in brackets after the boss name doesn't necessarily have to do with the stats or abilities of the monster, just the trophy it gets and its sprite. &lt;br /&gt;
*Note: Unique type means they drop an item that is usually only attainable through killing them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52085</id>
		<title>Dungeon layout</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52085"/>
				<updated>2015-11-01T17:12:12Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Den_of_Danger.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Although [[dungeons]] are randomly generated, they all share the same basic layout.&lt;br /&gt;
&lt;br /&gt;
==Fully unlocked kingdom==&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 10 [[gold]] piles&lt;br /&gt;
* 8 shops&lt;br /&gt;
* 5 [[glyphs]]&lt;br /&gt;
* 3 boosters of each type&lt;br /&gt;
* 3 altars&lt;br /&gt;
* 1 [[subdungeon]]&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;br /&gt;
&lt;br /&gt;
==Starting kingdom==&lt;br /&gt;
(needs to be completed)&lt;br /&gt;
&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52084</id>
		<title>Dungeon layout</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52084"/>
				<updated>2015-11-01T17:11:33Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* For a starting kingdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Den_of_Danger.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Although dungeons are randomly generated, they all share the same basic layout.&lt;br /&gt;
&lt;br /&gt;
==Fully unlocked kingdom==&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 10 [[gold]] piles&lt;br /&gt;
* 8 shops&lt;br /&gt;
* 5 [[glyphs]]&lt;br /&gt;
* 3 boosters of each type&lt;br /&gt;
* 3 altars&lt;br /&gt;
* 1 [[subdungeon]]&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;br /&gt;
&lt;br /&gt;
==Starting kingdom==&lt;br /&gt;
(needs to be completed)&lt;br /&gt;
&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52083</id>
		<title>Dungeon layout</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52083"/>
				<updated>2015-11-01T17:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* For a fully unlocked kingdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Den_of_Danger.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Although dungeons are randomly generated, they all share the same basic layout.&lt;br /&gt;
&lt;br /&gt;
==Fully unlocked kingdom==&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 10 [[gold]] piles&lt;br /&gt;
* 8 shops&lt;br /&gt;
* 5 [[glyphs]]&lt;br /&gt;
* 3 boosters of each type&lt;br /&gt;
* 3 altars&lt;br /&gt;
* 1 [[subdungeon]]&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;br /&gt;
&lt;br /&gt;
==For a starting kingdom==&lt;br /&gt;
(need to be completed)&lt;br /&gt;
&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52082</id>
		<title>Dungeon layout</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeon_layout&amp;diff=52082"/>
				<updated>2015-11-01T17:09:55Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: Created page with &amp;quot;450px  Although dungeons are randomly generated, they all share the same basic layout.  ==For a fully unlocked kingdom== * 38 monsters (10...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Den_of_Danger.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Although dungeons are randomly generated, they all share the same basic layout.&lt;br /&gt;
&lt;br /&gt;
==For a fully unlocked kingdom==&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 10 [[gold]] piles&lt;br /&gt;
* 8 shops&lt;br /&gt;
* 5 [[glyphs]]&lt;br /&gt;
* 3 boosters of each type&lt;br /&gt;
* 3 altars&lt;br /&gt;
* 1 [[subdungeon]]&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss &lt;br /&gt;
&lt;br /&gt;
==For a starting kingdom==&lt;br /&gt;
(need to be completed)&lt;br /&gt;
&lt;br /&gt;
* 38 [[monsters]] (10 at lvl 1, 5 at lvl 2, 4 at lvl 3,4 and 5, 3 at level 6,7 and 8, 2 at level 1)&lt;br /&gt;
* 1 secret subdungeon&lt;br /&gt;
* 1 potion shop&lt;br /&gt;
* 1 or more boss&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52081</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52081"/>
				<updated>2015-11-01T14:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kingdom's Gold==&lt;br /&gt;
The gold owned by the kingdom and the one owned by you adventurers are two different things. Appart from the small amount of gold they bring with thme, adventurers will most rely on what they find in the dungeons, and they will mostly used it to purchase things from the dungeons merchants. While kindom's gold is handled in much larger quantity, and is mostly used to unlock buildings and prepare adventurers.&lt;br /&gt;
&lt;br /&gt;
==Dungeon's Gold==&lt;br /&gt;
How much gold is there in a dungeon ?&lt;br /&gt;
===Gold piles===&lt;br /&gt;
There are 10 gold piles in each dungeon. Each pile can have a 1-gold, 2-gold or 3-gold value. There is never fewer than 2 of each pile type, but otherwise the split seems random. So on the average is 20 gold (usually between 17 and 23).&lt;br /&gt;
&lt;br /&gt;
===Subdungeons===&lt;br /&gt;
Some [[subdungeons]] will have 5 random gold piles. These will again have the same values (1-gold to 3-gold), so on average finding such a sub nets you an additional 10 gold.&lt;br /&gt;
&lt;br /&gt;
There is the &amp;quot;lots of gold&amp;quot; secret sub, that has 20 gold piles, giving you 40 extra gold.&lt;br /&gt;
&lt;br /&gt;
===Preparations===&lt;br /&gt;
Black Market adds +1 gold to each pile, which - given the 10 piles - means you get an eventual +10 gold. Needless to say, if you find any of the subs with gold in them, it will be worth even more (or, if you are using IMAWAL and some means to break walls; the gold piles left are normally worth 1-gold, but Black Market also boosts that by +1).&lt;br /&gt;
&lt;br /&gt;
===Boss' gold===&lt;br /&gt;
When there are multiple boss in a dungeon, the trophy they drop can be sold in the dungeon for 25 gold.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52080</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52080"/>
				<updated>2015-11-01T13:51:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How much gold is there in a dungeon ?&lt;br /&gt;
&lt;br /&gt;
=Dungeon Gold=&lt;br /&gt;
There are 10 gold piles in each dungeon. Each pile can have a 1-gold, 2-gold or 3-gold value. There is never fewer than 2 of each pile type, but otherwise the split seems random. So on the average is 20 gold (usually between 17 and 23).&lt;br /&gt;
&lt;br /&gt;
==Subdungeons==&lt;br /&gt;
Some [[subdungeons]] will have 5 random gold piles. These will again have the same values (1-gold to 3-gold), so on average finding such a sub nets you an additional 10 gold.&lt;br /&gt;
&lt;br /&gt;
There is the &amp;quot;lots of gold&amp;quot; secret sub, that has 20 gold piles, giving you 40 extra gold.&lt;br /&gt;
&lt;br /&gt;
==Preparations==&lt;br /&gt;
Black Market adds +1 gold to each pile, which - given the 10 piles - means you get an eventual +10 gold. Needless to say, if you find any of the subs with gold in them, it will be worth even more (or, if you are using IMAWAL and some means to break walls; the gold piles left are normally worth 1-gold, but Black Market also boosts that by +1).&lt;br /&gt;
&lt;br /&gt;
==Boss' gold==&lt;br /&gt;
When there are multiple boss in a dungeon, the trophy they drop can be sold in the dungeon for 25 gold.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=52077</id>
		<title>Goatperson</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=52077"/>
				<updated>2015-11-01T08:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Goatperson&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&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;
|Conversion=Refills HP and MP for 100 (+10 cumulative) CP&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
Any [[Race]]&lt;br /&gt;
|Unlock=&lt;br /&gt;
Find at least 6 gods (enough that two altars will spawn in dungeons), and pay 3000 gold at the Goat Glade.&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The accurate and persistent balancing of this class isn’t guaranteed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Goatperson is the secret monster class, acquired by unlocking the [[Goat Glade]] (available to early supporters or as DLC on Steam). It is a dangerously experimental class, based on short-term and sometimes ''extremely'' short-term decisions.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Herbivore ===&lt;br /&gt;
&lt;br /&gt;
Exploring a tile costs food, which takes up a small inventory space for your whole supply. Killing an enemy gives 9 food, and, more to the point, exploring without food damages you until you GET FOOD or DIE. Each tile uncovered will deplete 1 food. As you might be able to tell, this adds up ''really quick''. This obviously is meant to limit exploration, as no food is consumed by going back over uncovered tiles.  &lt;br /&gt;
&lt;br /&gt;
=== Scapegoat ===&lt;br /&gt;
&lt;br /&gt;
The Goatperson will randomly worship a new god out of the 3 that have altars in the dungeon (or 2, if you haven't unlocked enough gods yet) upon level up. The no-desecration aspect is simply done so that you can't escape this change by destroying the other altars. &lt;br /&gt;
&lt;br /&gt;
This trait is designed to severely limit the strategies that one can implement, as it is impossible to be sure when you will be forced to worship one god instead of another. The Goatperson will always change to a different deity on each level-up, and will never remain with the same deity.&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
&lt;br /&gt;
The fact that the Goatperson does not heal upon level up completely torpedoes mid-fight level-up strategies, and makes progression much, much more difficult. While you can still heal mid-fight by converting, the increasing conversion cost makes this rather costly, and severely limits supply. The exploration phase is also much more difficult, because you cannot rely on leveling up to heal you. Therefore, the ''only'' ways for your character to heal at all are by exploring (which is limited by your food supply, which is only replenished by killing monsters), using glyphs, converting items, using potions, and taking god boons. All of these are in limited supply. Exploring becomes extremely conservative, as you will be forced to heal every wound by using consumables. By the time you reach the boss, it's likely that you won't have any way left to heal yourself.&lt;br /&gt;
&lt;br /&gt;
{{t|Poisoned}} and {{t|Mana Burn}} are far more dangerous afflictions to the Goatperson than to usual classes, since he does not recover from them when he levels up!&lt;br /&gt;
&lt;br /&gt;
The last feature (gold instead of boss trophies) merely ensures that you cannot use the Goatperson for quest progression. It remains to be seen if the amount of money dropped is equal to the value of the trophy that would've dropped instead. If so, this could be useful, as it would allow one to get around that fact that a trophy's price drops the more that you collect that particular trophy.  Don't forget to buy any items you want to locker on the way out.  Most notably, {{i|Amulet of Yendor}} and {{i|Orb of Zot}} are highly expensive and consumable, making each of them a very lucky find if you were looking to locker it.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Simply put, this class was carefully balanced to stack the deck against the player as much as physically possible without making it completely impossible to win. This is a challenge class. If you can beat a dungeon with this class, then you're either inordinately lucky or an absolute master at this game.&lt;br /&gt;
&lt;br /&gt;
The food system turns the conventional wisdom about popcorn on its head.  Very often, you will have to burn through popcorn just to stay fed.  You may also choose to kill popcorn enemies to please your current god, or to avoid angering another god.  Only with exceptional luck will you be able to save popcorn to the extent that most other classes get to take for granted.  However, where other classes get level-up heals, a Goatperson instead refills from hitting conversion point thresholds.  This greatly lessens the damage done by having a half-empty popcorn bowl in the late game.  It is still good to leave some popcorn when you can, however.  By killing popcorn early, you reduce the total amount of bonus experience gained from mid-level monsters, and therefore it becomes harder to reach high levels.&lt;br /&gt;
&lt;br /&gt;
The closest thing to the Goatperson conversion bonus is the bonus for {{r|Goblin}}s.  Because the Goatperson refill does not depend on experience points, it is easier to hit a refill spike, compared to the Goblin who often needs popcorn to make up an experience gap, especially at high levels.&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
&lt;br /&gt;
Goatperson has a hard time surviving to the late game due to starvation and due to how his bonuses cost CP or piety.  While leveraging piety in the late game affords him some flexibility, his early game is so fragile that your preparations should be at least moderately front-loaded.&lt;br /&gt;
&lt;br /&gt;
Preparing the fireball magnet to begin with {{s|BURNDAYRAZ}} is highly recommended.  You might also prepare {{i|Elven Boots}} and Smuggler's Den.  By having an enlarged mana pool, a {{s|BURNDAYRAZ}} glyph, and quick access to level 1 monsters, you can be sure to hit the ground running, greatly reducing the very real danger of starving.  Another great thing about {{i|Elven Boots}} is that it continues to be a strong item in the late game, and it synergizes with all the refills you'll be getting from your conversion points.&lt;br /&gt;
&lt;br /&gt;
Items that can be used as general-purpose &amp;quot;get out of jail free&amp;quot; cards (such as {{i|Namtar's Ward}}, which grants you an emergency death protection each level) are exceptionally good preparation choices as well.  A Goatperson who likes variety can get a lot of mileage out of preparing a fourth altar, though a safe piety farm like {{g|Mystera Annur}} might be more palatable to a more conservative play style.  Due to his vulnerability to afflictions, the Goatperson should ''never'' prepare {{i|Patches the Teddy}}. The {{i|Slaying Wand}} is a reliable last resort to gain a little food when stuck with only too-high level monsters, and is probably the best Blacksmith preparation for most dungeons. While you can prepare a specific Altar, and it will normally spawn closer to you, there is no guarantee that you will actually worship that deity.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Leveraging the goat's conversion bonus is a sensitive matter of timing.  Since every glyph conversion will grant a full refill (or at least come close), you will have to think twice before picking them up or converting them.  Only [[BURNDAYRAZ]] should be picked up every time.  Other glyphs can often be left on the ground as insurance.  In particular, {{s|LEMMISI}} can't just be spammed and then converted.  If you find it early, you might want to cast it occasionally when you need to heal, but if you find it when you already know the map layout, you probably should leave it on the ground.  {{s|APHEELSIK}} should probably be left on the ground most of the time, but it might actually be useful if you hit a food surplus at some point.  It is weak overall and highly situational.&lt;br /&gt;
&lt;br /&gt;
The {{s|BLUDTUPOWA}} glyph is an excellent early find for the Goatperson.  Because it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost.  If used repeatedly over the course of the dungeon, the Goatperson can save up enough food that he doesn't need to worry about his exploration limitations anymore.  If enough food is saved, he can even convert some in the end-game for extra heals.  Be mindful that the Glowing Guardian does not like this glyph.&lt;br /&gt;
&lt;br /&gt;
{{s|GETINDARE}} is fairly strong at any time, but needs a little damage to back it up.  Any time you would normally need to eat potions or conversions, there is a chance that the stacking dodge chance will save you valuable resources.&lt;br /&gt;
&lt;br /&gt;
{{s|WONAFYT}} is a nice safety glyph that will keep you from starving.  If your food is low, it can be a life-saver.  You will want to create a good opportunity to convert it for a refill in the mid-game, though.&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} is great for multiple boss fights.  Because a Goatperson can convert glyphs for several refills over the course of a fight, it can pay off quite well if the bosses can be lined up without too much trouble.  This can also be combined with {{s|WEYTWUT}}. [[WEYTWUT]] by itself can be used to get past a nasty obstacle, but can be left on the ground as insurance otherwise.&lt;br /&gt;
&lt;br /&gt;
== Deity Guide ==&lt;br /&gt;
&lt;br /&gt;
'''{{g|Glowing Guardian}}'''&lt;br /&gt;
The Glowing Guardian is an above-average draw for the Goatperson.  Most of his piety comes from persistent worship, which is not possible due to the forced conversion on every level-up.  His humility boon will reduce your health regeneration and fireball damage, which is dangerous for this character.  However, his cleansing boon helps alleviate the Goatperson's weakness to afflictions, and the Goatperson is free to drink potions whenever he &amp;quot;bounces&amp;quot; out of this religion which allows him to avoid the primary downsides of Glowing Guardian Worship.  Converting food is an effective way of earning piety with the Glowing Guardian.  Due to his dislike of poison and lifesteal, it is important to be mindful of which boons you select from Dracul or Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Tikki Tooki}}'''&lt;br /&gt;
Potentially game-ending if you are assigned to him at the 1st level.  It is very difficult to earn piety with Tikki Tooki as a 1st level character, and his punishment must be avoided at all costs.  However, for a higher-level Goatperson he is an excellent source of piety, and his Dodging and Tikki's Edge boons offer superb long-term value.  Be mindful not to pick the poison attack boon if the Glowing Guardian is present.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Taurog}}'''&lt;br /&gt;
Similar to Tikki Tooki, this god can be problematic if you are assigned at the 1st level.  Because the Goatperson is often reliant on his fireball glyph for his first kill (particularly if boxed in on a hard or higher difficulty scenario) this can immediately invoke Taurog's punishment, which can be game-ending.  However, Taurog is otherwise an invaluable source of piety to fuel your other deities.  If you have either Dracul or Pactmaker in addition to Taurog, stacking resistances can be a very effective approach.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Earthmother}}'''&lt;br /&gt;
A mediocre draw for the Goatperson.  Because you will not receive the free {{s|IMAWAL}} glyph on worship, earning piety with her is far more difficult than usual.  You will need to rely on other deities to fuel her, or else use her plantation boon.  Because of her limited piety generation with the Goatperson, Vine Form and Greenblood have less value than usual, but Plantation, Clearance, and Entanglement remain top-notch boons.  It's also easier than normal to clear out plants, as you get free conversions out of her religion at regular intervals.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Mystera Annur}}'''&lt;br /&gt;
Mystera is a variable deity for the Goatperson.  Fully utilising her can require some forethought and a bit of luck.  To take advantage of her &amp;quot;Refreshment&amp;quot; boon, you need to make sure you don't hit the conversion threshold when you convert a glyph, as otherwise her 50% mana restore is wasted when your 100% health and mana restore kick in.  This means you should trigger your first conversion with items, then ensure that every time you convert a glyph subsequently it doesn't take you over the next conversion threshold.  For full effect you must be worshiping Mystera when you convert your glyphs, but since the Goatperson cannot control his deity selection the power of refreshment could be halved at not fault of your own.  Given that setting up mid-battle level-ups are not a favorable approach for the Goatperson, this can make it a gamble as to whether you will land on Mystera for key boss fights or not.&lt;br /&gt;
&lt;br /&gt;
On the piety front, Mystera is a double-edged sword.  If you're well-stocked with food she's remarkably easy to generate piety with and can be used to fuel boons from deities better suited to the Goatperson.  However, if you're low on food you may often be forced to kill magic-user monsters that you might otherwise have avoided.  She can heavily tax your piety in such situations.  As a result, it's a very good idea to remove magic damage monsters from the field between level-ups.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Binlor Ironshield}}'''&lt;br /&gt;
Similar to Earthmother, you do not receive the free {{s|PISORF}} glyph as a Goatperson.  This makes earning piety with Binlor somewhat difficult if you don't have the right equipment.  However, if you can accrue 35 piety with another deity you can purchase his Stone Soup boon to get a free {{s|ENDISWAL}} glyph.  Because the Goatperson can purchase boons between three deities, he will rarely run into the issue of depleting all the walls on the level.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Jehora Jeheyu}}'''&lt;br /&gt;
A very dangerous, but potentially rewarding, draw for the Goatperson.  The vulnerability to mana burn and poison mean getting the Petition boon ''immediately'' is a top priority, and his inability to desecrate other altars can make this difficult if you get stuck with Jehora at the 1st level.  If you are transferred to his religion with 50+ piety, however, picking up petition is easy and you can completely skip over his normal limits.  Jehora's boons are quite powerful for the Goatperson.  Note that Chaos Avatar will not automatically heal the Goatperson when used, but since it grants 100 conversion points it will often trigger the Goatperson's conversion bonus; however, it will cause you to convert due to the level-up.  Converting food is a superb way to earn piety with Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Dracul}}'''&lt;br /&gt;
By far the most powerful deity for the Goatperson, all of Dracul's boons are exceptionally useful for him.  Because the Goatperson has no inherent resistances, Blood Hunger's penalty is meaningless to him.  His focus on end-game spiking makes Blood Tithe and Blood Swell incredibly worthwhile.  When combined with other resistance-granting deities, Blood Shield is incredibly potent.  When using Dracul's boons, be mindful of potential conflict with the Earthmother and Glowing Guardian, both of which dislike lifesteal.  You should avoid the Blood Hunger boon if those deities are present.  The Earthmother does not have a problem with Blood Tithe, but the Glowing Guardian does.  This doesn't preclude you from picking the boon, but you must make sure not to tread on the bloodstains when under his religion.  Make sure you drink your healing potions and slay any undead when you are worshiping a different deity.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Pactmaker}}'''&lt;br /&gt;
Another deceptively great find for the Goatperson.  You cannot actually &amp;quot;worship&amp;quot; the Pactmaker, but some of his pacts are extremely useful.  The Body Pact works quite well when combined with other resistance-granting deities, but the real secret is the Scholar's Pact.  This cancels out the normal Goatperson penalty that prevents him from healing on level-up, allowing him to gain far more value from this pact than other classes would normally.  This is well worth 10 piety on each level-up.&lt;br /&gt;
&lt;br /&gt;
==== Deity Interactions ====&lt;br /&gt;
&lt;br /&gt;
Being able to tap into several dieties during a single run may be a huge blessing in disguise. For example, you can cast spells while worshipping Mystera, level up with an empty Mana bar, then kill off the low-level magic-using monsters worshiping Taurog. You can slow low-level monsters worshipping Jehora, killing a couple of higher-level foes to level up, then switch to Tikki Tooki and kill off the slowed low-level monsters. You can build walls worshiping Mystera, then destroy them after switching to Binlor. You can fight the boss, using up your potions, then level up and switch to Glowing Guardian and convert stuff to gain restorations and piety that can fuel Protection.  However, the Goatperson's food requirement and lack of control over conversion means that he's often forced into making unfavorable plays.  Being able to handle bad situations is just as important as being able to leverage good ones.&lt;br /&gt;
&lt;br /&gt;
If The Pactmaker is one of your three altars, then you will have certainty on your level-up conversion. If The Pactmaker is not present, or you prepared Extra Altar, the conversion will be less predictable, so it may be that one particular Deity almost never comes up. This requires a bit of thought about what a potential conversion would do, and may make you play more conservatively.&lt;br /&gt;
&lt;br /&gt;
As you cannot desecrate, you have no access to Indulgences or the quick Piety gain. However, as you should be able to avoid most Diety punishments thanks to the conversions, and you do not lose Piety for converting, you should be able to come out even ahead versus other classes.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Spike&amp;diff=52076</id>
		<title>Spike</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Spike&amp;diff=52076"/>
				<updated>2015-11-01T08:57:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To spike a foe usually means using an '''important quantity of resources''' for a '''single fight''' (usually a boss).&lt;br /&gt;
&lt;br /&gt;
To its larger extent, these resources could be anything :&lt;br /&gt;
&lt;br /&gt;
* Monster Xp (for level-up's, see [[popcorn]])&lt;br /&gt;
* Potions&lt;br /&gt;
* Piety&lt;br /&gt;
* Exploration (for longer the average regen-fighting)&lt;br /&gt;
* Conversion points (when it provides a temporary effect)&lt;br /&gt;
* Death protections&lt;br /&gt;
* Blood pools&lt;br /&gt;
* [[Gold]] (when it provides a temporary effect, such as the crystal ball)&lt;br /&gt;
* well anything else you can make use of, and that is in limited quantity...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The devs have given the most concise explanation of spike with: &amp;quot;Draw a graph of damage output, if it spikes, that's a spike.&amp;quot;, even though it was the players who came up with the term when trying to map out the different approaches to playing the game. The devs do advise against overusing the term as it's not specific enough on it's own. Even the people who came up with it agree, but find it usefull in discussions about theory and moments where a particular spike doesn't have a catchy nickname yet and has to be described by how it's performed.&lt;br /&gt;
&lt;br /&gt;
An idea behind &amp;quot;spiking&amp;quot; is that a run cycles through 2 phases:&lt;br /&gt;
* '''The setup''', during which the player explores the dungeon and hoards/saves various resources&lt;br /&gt;
* '''The execution''', during which the player spikes tough opponents, boss or bosses, consuming an important part of these resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since any execution can be seen as a spike, it's only ever used when it seems practical so you'll run into it when someone wants to:&lt;br /&gt;
&lt;br /&gt;
* note when he used potions instead of conserving them&lt;br /&gt;
* point out when he used a god in a fight rather than for buildup (most gods have a &amp;quot;spiking&amp;quot; boon)&lt;br /&gt;
* point out that he didn't care about how many resources it took to take down a foe&lt;br /&gt;
* someone wants to point out that a character isn't into regen-fighting* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.* Because it's a convention to differentiate between &amp;quot;spikers&amp;quot; and &amp;quot;regen fighters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52075</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52075"/>
				<updated>2015-11-01T08:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=52074</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=52074"/>
				<updated>2015-11-01T08:51:16Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52073</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=52073"/>
				<updated>2015-11-01T08:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes wasted resources. The second most important thing to understand is that '''everything''' is a resource. Items, health, mana, piety (you'll get to that later) and [[gold]] are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;[[popcorn]]&amp;quot;), even your health is a resource to be managed! &lt;br /&gt;
&lt;br /&gt;
If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed, and things will come gradually. &lt;br /&gt;
&lt;br /&gt;
You can read more advanced strategies [[Strategy|there]], or in the articles dedicated to each [[class]], [[race]] and [[god]].&lt;br /&gt;
&lt;br /&gt;
== The basics of the basics ==&lt;br /&gt;
7 basic rules to help you :&lt;br /&gt;
*Try to '''kill monsters''' which are '''[[New Players Guide#Gaining Levels|higher level than you]]'''. It will give you bonus experience, and you will need it.&lt;br /&gt;
*Use '''glyphs''' (spells) with any character you play, regardless of the class name. The Fighter is a better spellcaster than he is a &amp;quot;fighter&amp;quot;. Not using glyphs will make it quite difficult to kill higher level enemies. BURNDAYRAZ, a direct damage glyph, always spawns on every run.&lt;br /&gt;
*'''[[New Players Guide#Healing and Restoring Mana|Explore wisely]]''' : unexplored tiles or '''blackspace''' can be a valuable resource.&lt;br /&gt;
*'''[[New Players Guide#Monster Health Regeneration|Monsters heal]]''' when you are '''exploring''' ! So, unless you know that you can heal faster than they do, don't explore during a fight, and try to fully heal before your fight.&lt;br /&gt;
*'''[[New Players Guide#Mid fight level-up|Leveling up]]''' will restore your '''health and mana'''. Killing low level monsters during a tough fight to refill both your health and mana is one of the cornerstones of DD play. &lt;br /&gt;
*'''Prepare''' for your fights! Using glyphs like [[BYSSEPS]] or [[ENDISWAL]] and then exploring a few tiles before the fight will have you start it with a bonus and full health and mana.&lt;br /&gt;
*'''Read''' the combat '''prediction'''. When hovering a monster the game predicts next blow result. It would be silly not to read that ! It also predicts how hits you will have to give to kill the monster. It is extremely useful...&lt;br /&gt;
&lt;br /&gt;
Now, you can keep going for some more detailed advice&lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Your objective is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
Anything else in the game should be considered as resources to prepare the boss fight : unexplored space, glyphs, [[gold]], shops, potions, gods but also monsters (they're XP powerups but they're tricky to pick up!). There are ways to turn even walls and bloodpools monsters leave behing when they die into a weapon!&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
Consider monsters as '''&amp;quot;hard to pick up XP boosters&amp;quot;''' : killing them adds to your experience bar, and experience allows you to level up. Every level-up makes you stronger and refills you health and mana.&lt;br /&gt;
&lt;br /&gt;
Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
*+10 max HP&lt;br /&gt;
*+5 base damage&lt;br /&gt;
*A full health and mana bar refill&lt;br /&gt;
*A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
And additionally:&lt;br /&gt;
&lt;br /&gt;
*An increase in your health regeneration rate&lt;br /&gt;
*An increase in your Burndayraz damage rate&lt;br /&gt;
&lt;br /&gt;
And it also means that:&lt;br /&gt;
&lt;br /&gt;
*Every +20% damage increase is essentially +1 dmg per level.&lt;br /&gt;
&lt;br /&gt;
====Hunt for bonus XP!====&lt;br /&gt;
&lt;br /&gt;
First of all - if you're higher level than a monster you get first strike against it. This means that if you outlevel a monster, and have enough damage, you can kill it wihtout expending any resources. You can (and should!) do this while you're fighting a different, tougher monster.&lt;br /&gt;
&lt;br /&gt;
Killing higher-level monsters gives you bonus experience, and you will need it : if you stick to killing monsters who are same level as you, you're not likely to  have enough xp to rise higher than level 4 or 5. And what's worse - you won't have any easy to pick up  XP powerups to munch on for a refill while you fight the boss! &lt;br /&gt;
&lt;br /&gt;
Since leveling up instantly refills your health and mana, you don't necessarily want to reach the highest possible level before you fight the boss. What you do want is to level up efficiently. If you get bonus XP from higher level kills, this will leave a lot of low level monsters on the board for you to refill with while you fight the boss or a high level monster.&lt;br /&gt;
&lt;br /&gt;
You will also soon discover many other ways to get bonus XP, and you can read some technical details in the [[level]] article.&lt;br /&gt;
&lt;br /&gt;
====Mid fight level-up====&lt;br /&gt;
Don't forget : your sole target is to kill the boss. Other monsters are (usually) not your enemies, but XP boosters that you need make the best use of to kill the boss.&lt;br /&gt;
&lt;br /&gt;
For an easy mid-fight refil you can prepare for the fight making sure that you are within a few XP of leveling up before starting a fight with a tough monster or boss.&lt;br /&gt;
&lt;br /&gt;
Then just fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster. &lt;br /&gt;
This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
Lower monsters are called &amp;quot;[[popcorn]]&amp;quot;. You can read more about it. With enough bonus experience from higher level kills, you can have plenty of popcorn left to ding several times in a fight, not just once, and well played spellcasters can even ding through a boss fight starting at very, very low levels, even level 1.&lt;br /&gt;
&lt;br /&gt;
=== Combat Strike Order ===&lt;br /&gt;
&lt;br /&gt;
*The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
*The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
*The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out.&lt;br /&gt;
&lt;br /&gt;
You can read more in the [[strike order]] article&lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
*Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
*In order to use the spell the glyph has to be in your inventory.&lt;br /&gt;
*Casting a spell on a monster doesn't make the moster respond such as a melee atack would.&lt;br /&gt;
*If you'd like to get rid of a Glyph you can convert it by dragging it into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, Dwarves more health per level, elves more mana, etc.&lt;br /&gt;
&lt;br /&gt;
Important thing to notice: max mana doesn't increase with levels. Everyone except the Elf (who can convert glyphs and items to boost his max mana) has to pick powerups, items and boons if they want to increase their max mana.&lt;br /&gt;
&lt;br /&gt;
You always start with 10, and there are always 3 mana powerups in a dungeon. When you've found all of them, you'll be at 13. This lets you cast the guaranteed-spawn glyph Burndayraz twice in adition to your melee every time your bars are full. 13 max mana also means that if you drink a mana potion with the 1 remaining mana left you'll be at exactly 6 for one more Burndayraz.&lt;br /&gt;
&lt;br /&gt;
Also, mana is restored at a rate of 1 point per tile.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
*As you explore the dungeon, you will restore depleted hit points and mana. The unexplored dungeon parts of a dungeon called '''exploration''' or '''blackspace''' is a depletable resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
*For every tile of blackspace you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
*When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, a Fortitude Potion, using the HALPMEH glyph, or by gaining a level.&lt;br /&gt;
*When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, a Burn Salve or by gaining a level.&lt;br /&gt;
*Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
*As you '''explore the dungeon''', wounded '''monsters regenerate''' health. They heal 1 health point per level per square uncovered. (A level 4 monster, will recover 4 health points each tile you uncover)&lt;br /&gt;
*No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
This is also extremely important : exploring the dungeon will both heal you and the monsters. Thus most higher level '''monsters heal quicker than you''' do. So, it's often not a very good idea to explore mid-fight to heal. There are other ways to get health during a fight such as potions or level-up.&lt;br /&gt;
&lt;br /&gt;
You will soon discover that this rule is not always true and that you can [[regen-fighting|regen-fight]] many monsters (such as [[meat man]])) if you figure out how it's done and when it's done best. '''Regen fighting''' is a powerful tool, and used in small ammounts it will improve your ability to kill monsters higher level than you.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
*3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
* Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Bloodmage (Mana Potion 60% effective).&lt;br /&gt;
*Don't hesitate to pick these up as soon as you see them! Their scaling effects are always added to your total as if you had them from the start.&lt;br /&gt;
*Every Health Powerup gives you 1 Max Health per Level. Dwarf's Conversion works in the same way. &lt;br /&gt;
*Every Attack Powerup gives you a +10% bonus added on top of your base damage, which can be viewed by hovering your mouse cursor on your character's attack icon near the portrait. The Human conversion bonus works the same way, and this way of boosting damage scales with levels. With just your natural base damage it ammounts to +1 dmg per level for every +20%.&lt;br /&gt;
*Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
*You gain [[gold]] by finding it in piles in the dungeon.&lt;br /&gt;
*If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
*New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
Converting objects will give you some bonus depending on your race. You can convert glyphs and potions form the floor, but you have to purchase items from the shops before you can convert them.&lt;br /&gt;
&lt;br /&gt;
You can also convert stuff without minding the bonus if you really want some inventory space for other things.&lt;br /&gt;
&lt;br /&gt;
*Any glyph can be draged to the conversion box for 100 conversion points at any point.&lt;br /&gt;
*If you find or buy an item you're not going to use, or have found something better but don't have the space, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
*If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
*Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
Preparation is the choice of objects that you decide to carry with you before starting a dungeon.&lt;br /&gt;
*You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
*Preparations are a large variety of things that help your adventurer. Anything from making sure a particular altar will appear, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
*Every adventurer has 6 inventory slots.&lt;br /&gt;
*Each slot can either hold one large item or 5 small items.&lt;br /&gt;
*Items like potions, charms and pendants are small space.&lt;br /&gt;
*Most items, including glyphs, are large space items&lt;br /&gt;
*Once an object is in your inventory, to only way to get rid of it is to convert it. It is then gone forever, so only pick up what you need or want to play around with immediately and leave other stuff around.&lt;br /&gt;
&lt;br /&gt;
The last bit is important, as the dungeon floor is an extension of your inventory. You may not want to use a glyph or an item to fight regular monsters, but you'd like it for the boss fight - so you can convert a leveling tool when you're ready for the boss fight and pick up your boss fighting gear that you left on the ground.&lt;br /&gt;
&lt;br /&gt;
Whether to pick something up, leave it on the ground (or in the shop) or convert it immediately also depends on your racial bonus. An Elf or an Orc might want to convert something early on, a halfling only wants to convert when they want to actually use a potion, and a Dwarf's conversion benefits don't really kick in at all before lvl 4-5 so they are in no rush to dump stuff.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
There are no gods when you start the game. But you will soon unlock them. They are one of the most powerful features in the game.&lt;br /&gt;
*[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
*Different actions can have you either gain or lose piety (depending on the good)&lt;br /&gt;
*Piety is used to purchase boons, which provide the player with benefits.&lt;br /&gt;
*If your piety goes below 0 you invoke the god's punishment, which usually isn't good news...&lt;br /&gt;
*If you have at least 50 piety, you can '''swap over''' to another god (convert). This halves your current piety. Some gods can be used strictly as a &amp;quot;piety farm&amp;quot; - they are easy to gain piety and small perks with before you swap into a more demanding god with a big lump of piety you farmed with the other god.&lt;br /&gt;
*If you '''desecrate''' another god's altar for a hefty piety boost with your current god  and pardons from the next three piety losses you would receive, but it immediately  invokes the other god's punishment. Learning which punishments to avoid and which don't affect your (current) character in a very meaningful way is quite important for good god play, as it lets you rush powerful boons.&lt;br /&gt;
*Gods are unlocked by completing the challenges in their subdungeon(s).&lt;br /&gt;
*Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
*The number of altars that appear in a dungeon depends on the number of gods you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
*Use your glyphs. With everything. The &amp;quot;Fighter&amp;quot;'s class name is one of the biggest missnamings in the history of gaming, and in DD even the Berserker gets more powerful with glyph use.&lt;br /&gt;
*Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
*Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
*Potions are very useful to immediately gain health and mana, but before you unlock items and gods you are often limited to them and dings for refilling during a boss fight. This is why you'll often see veteran players recommend always saving them (except that later on you unlock enough other means of refilling that those vets often never even use them and would've done better to at least use them to level up more efficiently).&lt;br /&gt;
*Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
*Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster if you'll level up after killing anyway&lt;br /&gt;
*The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you use it for the killing blow.&lt;br /&gt;
*The fireball spell is useful for softening monsters up before hitting them. It always spawns.&lt;br /&gt;
*Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot. If you haven't won, always exit the dungeon via the stairs.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
*When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
*Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
*With all of the gold you will be racking up in your vault, you can upgrade your kingdom.&lt;br /&gt;
*There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
*You can gain a new class, and a new monster for dungeon runs along with it.&lt;br /&gt;
*You can gain a new race.&lt;br /&gt;
*You can gain new preparations.&lt;br /&gt;
*See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
*One special type of preparation is the adventuring locker.&lt;br /&gt;
*If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
*If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
*Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=52072</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=52072"/>
				<updated>2015-11-01T08:48:06Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
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Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|mana burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana, but more importantly offers the unique ability to lower the mana cost of key glyphs.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|mana burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% (60% for a {{c|Bloodmage}}) of your maximum mana (rounded down)&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|mana burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of [[gold]]) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|mana burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool&lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|gnomes}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=52071</id>
		<title>Tinker</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=52071"/>
				<updated>2015-11-01T08:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Tinker&lt;br /&gt;
|ShortHand=Ti&lt;br /&gt;
|Traits=&lt;br /&gt;
;MERCHANT: 2 extra shops in dungeon&lt;br /&gt;
;NEGOTIATOR: Items cost 5 [[gold]] less in shops&lt;br /&gt;
;MACGUYVER: Starts with a swiss alchemy kit, can sense dungeon stairs&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
Any [[Race]]&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''MERCHANT''': 2 extra shops in dungeon&lt;br /&gt;
*'''NEGOTIATOR''': Items cost 5 [[gold]] less in shops&lt;br /&gt;
*'''MACGUYVER''': Starts with a swiss alchemy kit (2 Compression Seals, 2 Transmutation Seals, 1 Translocation Seal), can sense dungeon stairs&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Tinker is a rather unconventional class. Not possessing any combat prowess, the Tinker relies on items to provide leverage. By that logic, the Tinker also requires [[gold]] to be effective. Dungeons with multiple bosses work in advantage for the Tinker, as they drop large amounts of gold for you to use. The {{i|Gloves of Midas}} is an excellent item to prep with the Tinker, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
The Tinker's ability to sense subdungeon stairs is very useful. If a Tinker can find Good Glenrick, it equals an easy boost to level 4. A Blacksmith Loot subdungeon means a stronger early game for the Tinker. Secret subdungeons are never truly inaccessable to the Tinker, thanks to his {{i|Transmutation Scroll}}s. Almost all secret subdungeons are beneficial, which is something that the Tinker should never fail to leverage.&lt;br /&gt;
&lt;br /&gt;
There is no particular God that the Tinker requires to worship to be successful, but {{g|Tikki Tooki}} works best for the Tinker, due to the free gold you receive with Tikki's boons. If you're worshipping Tikki, consider an offensive build, so you can conserve piety.&lt;br /&gt;
&lt;br /&gt;
The Tinker's potential increases as you unlock items, especially the Elite items from Bezar. Elite items cost a large amount of gold, but the Tinker comes with a free {{i|Translocation Scroll}}, which is essentially a free item. A free {{i|Amulet of Yendor}} can mean an easy win.&lt;br /&gt;
&lt;br /&gt;
The Tinker works with just about any race (except possibly Goblins), although you will need to have a certain strategy in mind, whether it's building a combat-oriented class for humans and orcs, glyph-based class with elves or gnomes, or abusing the Tri-sword or Alchemy Scroll with Halfling and Gnomes. All in all, the Tinker's a rather luck-based class, but making the most out of the RNG is what Desktop Dungeons is all about. A properly equipped (and slightly lucky) Tinker can clear even Vicious Gaan'Talet with relative ease.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=52070</id>
		<title>Taurog</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=52070"/>
				<updated>2015-11-01T08:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Taurog&lt;br /&gt;
|ShortHand=TA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+2}} for each killed enemy.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* -40% bonus damage and enemies gain 10% Magic Resist.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Kill an enemy:{{Piety|+4}}.&lt;br /&gt;
;Kill an enemy that has {{t|Magical attack}}:{{Piety|+4}} (+8 total).&lt;br /&gt;
;Convert a [[glyph]]:{{Piety|+10}}.&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Use a glyph:{{Piety|-2}} per use.&lt;br /&gt;
;Convert Taurog's Equipment:Instant punishment.&lt;br /&gt;
|Boons=&lt;br /&gt;
;Taurog's Blade&lt;br /&gt;
:'''Cost''': {{piety|20}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Taurog's Skullpicker}} (+5 Base Damage) near the altar, +5% attack bonus&lt;br /&gt;
;Taurog's Shield&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Taurog's Wereward}} ({{t|Damage Reduction}}: 5) near the altar, +5% attack bonus&lt;br /&gt;
;Taurog's Helm&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Taurog's Gloat}} ({{t|Magic resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
;Taurog's Armour&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Taurog's Will}} ({{t|Physical resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
;Unstoppable Fury (Repeatable) &lt;br /&gt;
:'''Cost''': {{piety|20 + 10n}}&lt;br /&gt;
:'''Prerequisite''': Must be equipped with all of Taurog's Equipment &lt;br /&gt;
:'''Effect''': Grants {{t|Death Protection}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taurog''' is a deity of warfare, battle, and savagery.  He relishes combat and detests weak and spineless spellcasters.  Taurog is one of the most generous deities in the game when it comes to piety, giving huge amounts of it to followers and barely punishing them at all for infractions.  His simplicity and easy-going nature makes Taurog a favorite deity of beginner players or those looking to abuse Pactmaker.&lt;br /&gt;
&lt;br /&gt;
Taurog's boons come with a trade-off, however; as items they occupy an inventory slot and reduce your maximum mana by 1.  Although there are ways to deal with the loss of mana, the inventory space requirement is quite problematic as Taurog will punish you for destroying one of the items, ''even if you convert to another god beforehand''.&lt;br /&gt;
&lt;br /&gt;
Taurog is obtained in a sub-dungeon in the west.  Inside a massive arena is Taurog's altar.  Stepping on the altar will summon four guardians which you must battle to prove your worth to Taurog.  Ironically, you are not prohibited from using spellcasting against these guardians, and in practice it's difficult to defeat them ''without'' casting spells due to the fact that they gain death protection.  Taurog's subdungeon is by far the largest unexplored subdungeon in the game, but does not become unexplored until you step on the altar to trigger it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
Taurog's boons vary greatly in value depending on your class and how many preparations you used.  As you progress further into Desktop Dungeons, you will unlock more powerful items to purchase from shops, more preparations that use inventory space, and encounter more dangerous dungeons... which will frequently contain [[gold]] rewards with which to purchase those powerful items you've unlocked!  Taurog's items don't compare favourably to many of these items, and as a result filling your inventory with his gear will limit your ability to use these very powerful items.  This can frequently be offset by spending gold on other things, such as potions or Tikki-Tooki piety, but sometimes it will just make you weaker in the long-run.  For new players and Purist runs, however, this often isn't a big deal and Taurog works well for most combat-oriented classes and even the occasional magic-oriented class.  You can also free up item space by preparing a Compression Seal: if necessary, this can be used on one of Taurog's items (Taurog doesn't mind if you make his items small).&lt;br /&gt;
&lt;br /&gt;
The simplest and most common way to use Taurog is to gain piety with him to fuel a pact with the Pactmaker, or else convert to another deity to spend it.  Very few deities can produce as much piety as effortlessly as Taurog does, enabling you to fuel some of the Pactmaker's most expensive boons.  This will also allow you to completely sidestep Taurog's drawbacks, and your maximum MP and inventory space will be unaffected.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
The best classes for Taurog are the [[Berserker]], [[Monk]], [[Paladin]], [[Gorgon]], and (perhaps surprisingly) the [[Sorcerer]].  The first four classes are strong simply because they can take the Helm (Berserker) or Armour (Monk, Paladin, Gorgon) to stack resists.  In contrast Taurog works well with the Sorcerer, due to the class's casting abilities being biased towards melee combat and having the extra mana to afford his boons.&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Get In and Get Out'''&lt;br /&gt;
&lt;br /&gt;
Taurog works best as an early game deity, due to Taurog's Blade.  At level 1 or 2, it's an absolutely massive boost to your attack power and can get you quite a lot of bonus experience.  And since you won't have found many glyphs yet, you'll still have a lot of them available for conversion (+10 piety) and not that many in your inventory for the penalty for using them (-2 piety).&lt;br /&gt;
&lt;br /&gt;
To take advantage of this, you can grab an early Taurog's Blade off of one kill, one glyph conversion, and six &amp;quot;sparkles&amp;quot;.  Then you slowly work your way up towards 75 piety, grab the more appropriate resist item for your dungeon, and convert out.&lt;br /&gt;
&lt;br /&gt;
Excellent choices to convert to are [[Mystera]] or [[Jehora Jeheyu]] to replace your lost mana or [[Dracul]] to stack resists with Blood Shield and take advantage of the blood pools you've created.  [[Tikki Tooki]] and [[Earthmother]] can also be strong choices to convert to due to their ability to get large amounts of late game piety, but they don't have the same synergy with Taurog's boons.  [[Glowing Guardian]] and [[Binlor]] are not recommended, as like Taurog they are better in the early game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Body Pact'''&lt;br /&gt;
&lt;br /&gt;
Body Pact from [[Pactmaker]] is an amazing boon that provides +1% to both resists when a monster hits you for the first time.  Since each trigger of Body Pact costs 4 piety and each monster kill with Taurog provides 4 piety, this matches up perfectly.  If you use any extra piety (from converting glyphs or killing monsters with magical attack) to buy one or both of Taurog's resist items, you can easily get up to 50% resists.  Throw in a Dragon Shield, Tower Shield, or Elven Boots and you can easily hit the resist cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resist Stacking'''&lt;br /&gt;
&lt;br /&gt;
[[Dracul]], [[Binlor]], and [[Glowing Guardian]] all have boons that boost your resists.  And all have them have some nasty piety penalties for common actions like drinking potions or gaining a level.  One Taurog strategy is to use him as a way to escape those restrictive deities while cranking your resists even higher.  And then once you grab the appropriate resist boon(s), converting out to a third deity to get even more boons.  In fact, if the deity you left was Dracul, you may even want to convert back once your drink all your potions!  &lt;br /&gt;
&lt;br /&gt;
This strategy is quite useful in [[Naga City]], if you have the piety to spare in the arena since you're guaranteed a Taurog altar and source of piety to convert in and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unstoppable Fury'''&lt;br /&gt;
&lt;br /&gt;
Taurog has one of the most incredibly powerful boons at his disposal: Unstoppable Fury.  This allows you to chain multiple death protections at the end of a boss fight.  Against high-damage bosses this can be extremely powerful, if you can handle the requirement of having all of Taurog's items.  This is a high opportunity cost for most characters, and keeps this boon from being used too often.  But it's something to keep in mind if you're stuck and have access to a lot of piety.  It's generally a bad idea to commit to this approach until you've unveiled any randomly generated boss; encountering something with high physical resistances after having crippled your magical abilities can be disastrous.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=52069</id>
		<title>Binlor Ironshield</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=52069"/>
				<updated>2015-11-01T08:43:06Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: linked to gold article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Binlor Ironshield&lt;br /&gt;
|ShortHand=BI&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Free {{glyph|PISORF}}.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* Lose 50% [[Full:Resistance|Resistances]].&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Destroy a wall (including petrified monsters):{{piety|+5}}&lt;br /&gt;
;Cast BYSSEPS:{{piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Gain a level:{{piety|-10}}&lt;br /&gt;
;Cast IMAWAL on an empty square:{{piety|-5}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;Stone Soup&lt;br /&gt;
:'''Cost:''' {{piety|35}}&lt;br /&gt;
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar&lt;br /&gt;
;Stone Skin (Repeatable)&lt;br /&gt;
:'''Cost:''' {{piety|15}}&lt;br /&gt;
:'''Effect:''' Destroys 3 nearby wall segments&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
:3 ranks of {{t|Stone skin}}&lt;br /&gt;
;Stone Form&lt;br /&gt;
:'''Cost:''' {{piety|25}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:Grant {{t|Stone form}}&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
;Stone Fist&lt;br /&gt;
:'''Cost:''' {{piety|40}}&lt;br /&gt;
:'''Effect:''' Destroys 20 nearby wall segments&lt;br /&gt;
:+50% {{t|Knockback}} damage&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
;Stone Heart (Repeatable)&lt;br /&gt;
:'''Cost:''' {{piety|10}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:lower all enemy [[Resistance]]s on current dungeon level by 5%&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an {{s|ENDISWAL}} glyph. Once you mine a few walls, you reach some [[gold]]. '''Don't fall for it''', keep mining to reach his altar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
'''Stone Soup:''' You get a 0 CP {{glyph|ENDISWAL}} glyph. If you've prepped Binlor and the map is full of impassible tiles, this can help you with moving around the map. It can also help set up PISORF kills. Otherwise, if you can afford it, you can convert a regular 100 CP ENDISWAL Gylph for CP. There are other tricks to it, and it's still a fully functional ENDISWAL if you need it.&lt;br /&gt;
&lt;br /&gt;
'''Stone Skin:''' This is Binlor's main spiking boon. Activating it takes your physical resist almost to the maximum, and also activates the Stone Form buff. If you have taken Stone Form and Stone Fist, each activation of Stone Skin lets you hit for +70% damage at almost the lowest possible health cost against opponents with Physical Damage, as long as you're knocking the opponent into a wall or a monster. If you can keep it up and refill health with, say, potions, or simply have a large enough health pool you can destroy bosses with it even if you have no natural physical resistance.&lt;br /&gt;
&lt;br /&gt;
'''Stone Form''' A boon that buffs your damage.  It is activated whenever a wall is destroyed, even if this is done by a monster or by the activation of one of Binlor's boons.  You can trigger it easily with repeatable uses of Stone Skin, PISORF use, knockback into walls or using the ENDISWAL glyph.  The damage boost doesn't stack with {{s|BYSSEPS}} or any other source of {{t|Might}}.({{c|Chemist}} is the only exception and Binlor's might can stack with following {{s|BYSSEPS}} castings, which means a chemist with 16MP could stack 5 layers of might.)&lt;br /&gt;
&lt;br /&gt;
'''Stone Fist''' Another boon that buffs your damage, provided you're knocking your target into other monsters or walls. You should probably aim for this first, as it allows you to farm piety without using mana. Also synergizes with stone form, provided you didn't remove all the walls.&lt;br /&gt;
&lt;br /&gt;
'''Stone Heart''' Removes some resists from revealed enemies. Somewhat situational, but it also triggers Stone Form, and is best used if you need to remove a lot of walls for little piety on cramped maps, or if you plan to just convert out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''All Binlor boons except Stone Soup''' Provide a small increase of {{t|Magic resist}}. While taking the damage increasing boons is probably always a good idea, if you're looking to use Binlor to get your {{t|Magic resist}} very high, spamming Stoneskins costs fewer walls and can help you fight things and level up if you're not afraid of the punishment. Spamming Stone heart for this purpose costs less piety, but costs more walls, and doesn't help you level.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
&lt;br /&gt;
Binlor removes all your resistances when you desecrate his alter or otherwise anger him.  For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you.  While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.&lt;br /&gt;
&lt;br /&gt;
== Approaches ==&lt;br /&gt;
&lt;br /&gt;
There are several ways to play Binlor.&lt;br /&gt;
&lt;br /&gt;
1) '''Straightforward Melee Guy''' - Binlor gives out big damage, and is easy to farm piety with. Jump in, use PISORF to farm up the knockback boon (or have knocback by prepping the Bear Mace), then the might boon, mind the punishment as you level up (or desecrate something for a few indulgences), kill the boss with stoneskin spam, or spam stoneskin while you level to get your magic resistance up.&lt;br /&gt;
&lt;br /&gt;
It works rather well with Halflings, Orc, Dwarfs, Humans and Half-Dragons, and is really straightforward. The total damage boost is huge, especially if you prep or have Bear Mace, and stoneskin resists mean almost maximum physical resistance for your hits. Otherwise you're bound to accumulate plenty of magic resistance.&lt;br /&gt;
&lt;br /&gt;
For a more advanced approach, you can just farm the damage boons and then either swap to another god while you level up (and possibly pick up some perks there) and then return for the stoneskins. Otherwise, if you're not naturally resistant, you can just grab the damage boons, level up while generating very little piety, get punished several times, and still be able to acummulate enough piety for spamming stoneskins for the boss.&lt;br /&gt;
&lt;br /&gt;
2) '''The very powerful Hybrid''' - Binlor's boons make anyone into a powerful melee fighter, but, unlike Taurog, he doesn't clog up your inventory or discourage glyph use. Quite the opposite. This lets a hybrid character with spellcasting capability to either suplement his magic with mele or vice versa - relocating targets during the fight to get more out of knockback, healing or buffing yourself, using Pissorf for positioning, damage and activating Stone Form and getting Stoneskin Piety at the same time, using Apheelsick to heal up between Stoneskin hits... It's probable that he punishes level ups to prevent hybrid use getting out of hand, because a Binlor character can get a ton out of both his health and his mana pool being refreshed when you level up mid-fight.&lt;br /&gt;
&lt;br /&gt;
Paladin is the most obvious beneficiary, since he can sidestep the punishment entirely, but Thieves, Sorcerers, Berserkers or any hero who has a spellcasting race and a melee class or vice versa can be an excellent Binlor worshipper. &lt;br /&gt;
&lt;br /&gt;
3) '''Magic Resist Farmer''' - A very powerful, if somewhat tedious, strategy is to squeeze the map for every last bit of Binlor piety and, after grabbing the damage boons asap, spam stoneskin like mad just to get your magic resistance as high as you can. The Paladin is especially notorious for this because he can't get punished so he can stick in Binlor, but it works with anyone at all. Since Binlor is easy to farm piety with, you can just do this at lvl 1 and swap out into another god with big magic resists, and a lot of conditional damage. You won't have much blackspace, but you might not need it, or you might be playing a map with a lot of late game blackspace (such as many Vicious Dungeons, where this is one of the strongest approaches with several classes).&lt;br /&gt;
&lt;br /&gt;
4) '''The PISORF:Magnet''' - Since Binlor gives you the PISORF glyph if he's the first god you worship, anyone looking to use that Glyph will likely prep his altar just for that and probably not need any other boon. You then just go around using your PISORF to get piety while you explore and swap off into another god at either 50 or more piety. Since you don't plan to melee the boss, you can then probably safely desecrate his altar for 30 more piety and 3 indulgences with your new god.&lt;br /&gt;
&lt;br /&gt;
Wizards, Bloodmages, Fighters, Assassins and anyone else looking to use PISORF strat love this.&lt;br /&gt;
&lt;br /&gt;
5) '''The Piety Farm / Map Hack''' - Binlor can be prepped (or picked up early on) just for  the fact that taking his boons removes walls from the level. This is handy on mazy maps like the Labyrinth even if you never get any use out of his boons or if you're not looking to be a PISORF specialist. &lt;br /&gt;
&lt;br /&gt;
== Strategy == &lt;br /&gt;
&lt;br /&gt;
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then rack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.&lt;br /&gt;
&lt;br /&gt;
With {{s|BLUDTUPOWA}} or {{i|Rock Heart}} at your disposal, Binlor can generate absolutely massive quantities of piety.  In fact, you're more likely to run out of walls to destroy than anything else.&lt;br /&gt;
&lt;br /&gt;
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace.  With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you {{t|Might}}, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with {{s|ENDISWAL}}) will help you survive any retaliation.  If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.&lt;br /&gt;
&lt;br /&gt;
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.&lt;br /&gt;
&lt;br /&gt;
Binlor is an extremely safe deity to convert to in the endgame, if you would otherwise be dealing with an unmanageable amount of piety fines (e.g. a GG worshiper who has a large stock of potions).  In this respect, he is second only to {{g|The Earthmother}}.  Even if you have no way of generating more piety with him, he can be worth converting to at level 10 for a last-minute boon and a boss fight free of divine restrictions on your behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=LEMMISI&amp;diff=52068</id>
		<title>LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=LEMMISI&amp;diff=52068"/>
				<updated>2015-11-01T08:42:02Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=LEMMISI&lt;br /&gt;
|ManaCost=2&lt;br /&gt;
|ShortDesc=far sight&lt;br /&gt;
|Effects=&lt;br /&gt;
* Reveals 3 random hidden tiles (if any are available)&lt;br /&gt;
|Hotkey=L&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LEMMISI is a glyph that reveals 3 random tiles on cast, allowing the player to explore parts of the dungeon even if they don't have access to them. Revealing tiles with this glyph has the same effects like exploring them in a manual way; the player gains health and mana as he usually would. Due to LEMMISI costing 2 mana, but revealing 3 tiles, the player will always gain 1 bonus mana when using this glyph. &lt;br /&gt;
&lt;br /&gt;
LEMMISI will always reveal a random mix of tiles. But there is an order of priority, which could roughly be :&lt;br /&gt;
* at first the glyphs, &lt;br /&gt;
* then altars and stairs,&lt;br /&gt;
* then shops, items, potions, and bosses,&lt;br /&gt;
* then power-ups,&lt;br /&gt;
* then monsters and [[gold]],&lt;br /&gt;
* and finally all the remaining empty tiles and walls. &lt;br /&gt;
That order of priority is not absolute : it means that when first casting LEMMISI you will reveal a mix of monsters/glyphs/walls... But if you find the glyph right from the beginning, it'll only take a few casts to see every glyphs (between 2 and 4 times in early kingdoms, and maybe 6 casts if you have more shops and altars), a few more to see every altars (between 4 and 8 times), between 10 and 20 times for the boss, many more to reveal every enemies (around 50 times, which means 1/3rd of the map).&lt;br /&gt;
&lt;br /&gt;
The sequence in which monsters are being revealed seems to be random.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
LEMMISI starts unlocked.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find LEMMISI early, it can serve as a scouting tool -  using it a few times to check what Deities, monsters, glyphs, or bosses are lurking around can allow you to adapt your strategy to the dungeon.&lt;br /&gt;
&lt;br /&gt;
Unless your character is good at [[regen-fighting]], the glyph isn't really useful for combat as monsters will regenerate as if you were exploring normally. However it would usually be more efficient to explore in the normal way, since you'll gain more mana than you would using LEMMISI.&lt;br /&gt;
&lt;br /&gt;
The exception to this is when you have used up all reachable black space, and the dungeon or any subdungeons still have lots of unreachable, unrevealed tiles. This is where LEMMISI truly shines; by combining it with {{s|APHEELSIK}} or {{s|BYSSEPS}}, you can weaken a boss or wittle his resistances down before the fight even starts!    &lt;br /&gt;
                                                                                     &lt;br /&gt;
This is extremely useful for the {{c|Monk}}, since he lives and dies by how much blackspace he still has left.&lt;br /&gt;
Once there is no black space, however, the glyph no longer has any use and should be converted.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
* Be careful if you have taken Mystera Annurs &amp;quot;Mystic Balance&amp;quot; boon. The boon either in- or decreases manacosts toward 5, resulting in an actual manaloss when you use this glyph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=52067</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=52067"/>
				<updated>2015-11-01T08:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: linked to gold article&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's reward 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>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52066</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gold&amp;diff=52066"/>
				<updated>2015-11-01T08:36:13Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How much gold is there in a dungeon ?&lt;br /&gt;
&lt;br /&gt;
==Dungeon Gold==&lt;br /&gt;
There are 10 gold piles in each dungeon. Each pile can have a 1-gold, 2-gold or 3-gold value. There is never fewer than 2 of each pile type, but otherwise the split seems random. So on the average is 20 gold (usually between 17 and 23).&lt;br /&gt;
&lt;br /&gt;
==Subdungeons==&lt;br /&gt;
Some [[subdungeons]] will have 5 random gold piles. These will again have the same values (1-gold to 3-gold), so on average finding such a sub nets you an additional 10 gold.&lt;br /&gt;
&lt;br /&gt;
There is the &amp;quot;lots of gold&amp;quot; secret sub, that has 20 gold piles, giving you 40 extra gold.&lt;br /&gt;
&lt;br /&gt;
==Preparations==&lt;br /&gt;
Black Market adds +1 gold to each pile, which - given the 10 piles - means you get an eventual +10 gold. Needless to say, if you find any of the subs with gold in them, it will be worth even more (or, if you are using IMAWAL and some means to break walls; the gold piles left are normally worth 1-gold, but Black Market also boosts that by +1).&lt;br /&gt;
&lt;br /&gt;
==Boss' gold==&lt;br /&gt;
When there are multiple boss in a dungeon, the trophy they drop can be sold in the dungeon for 25 gold.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=51951</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=51951"/>
				<updated>2015-10-19T16:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Group=Monster&lt;br /&gt;
|DisplayText={{{DisplayText|Vampire}}}&lt;br /&gt;
|Name=Vampire&lt;br /&gt;
|ShortHand=Va&lt;br /&gt;
|Traits=&lt;br /&gt;
; ETERNAL THIRST: Starts with 1 {{t|Lifesteal}}, can consume blood pools for health&lt;br /&gt;
; UNDEAD: Immune to {{t|poisoned}} and {{t|mana burn}} afflictions&lt;br /&gt;
; DAMNED: Cannot worship deities, exhausted when not fully healed, heals 1 health per tile regardless of level&lt;br /&gt;
|Conversion=1 Lifesteal per 120 Conversion Points&lt;br /&gt;
|Unlock=Complete [[Halls of Steel#Vicious Mode|Halls of Steel (Vicious Mode)]] with 3 [[class]]es&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The vampire is a monster class, and has its own custom conversion bonus.  This bonus is 1 lifesteal for 120 conversion points.  The vampire's long list of disadvantages and his utter reliance on his lifesteal class feature makes him one of the most difficult classes to play, second only to the {{c|Goatperson}} in learning curve.  He's incredibly vulnerable to {{t|bloodless}} monsters, so it's important to keep track of which monsters have this trait, and which do not. &lt;br /&gt;
&lt;br /&gt;
The vampire's healing rate does not improve as he levels up, and he cannot regenerate mana unless he's at full health.  While he can explore to recover at the 1st and 2nd level, it quickly becomes impractical to do so beyond this point.  You will eventually need to rely primarily on your lifesteal, allowing you to conserve exploration tiles for recovering mana.  However, monsters and their bloodpools are non-renewable resources, so tapping your reserves too soon can be highly detrimental.&lt;br /&gt;
&lt;br /&gt;
One useful approach to playing vampire is to cultivate &amp;quot;blood cows&amp;quot;.  To do this, identify high-health/low-damage enemies ({{m|Meat Man}} works best) and avoid killing them.  Once you are a higher level than they are, your lifesteal will vastly exceed their damage output.  Because these monsters have high hit points, your attacks won't actually kill them.  When you next explore, your blood cows will heal and you can repeat the process later.  With enough blood cows, a vampire can effectively eliminate his regeneration issues. &lt;br /&gt;
&lt;br /&gt;
The vampire benefits from first strike and dodge more than than other classes due to his focus on lifesteal, making the {{s|GETINDARE}} glyph incredibly valuable to him.  Remember that if you strike second, the enemy's damage is applied before your lifesteal and can potentially kill you.  Where most classes can get one extra hit from first strike, a Vampire can get several extra hits.  His hampered health regeneration means that {{s|LEMMISI}} and {{s|APHEELSIK}} are useless and can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
The {{i|Platemail}} item is particularly useful to the Vampire if he cannot find the first strike glyph.  Although he will always strike second, the damage reduction has a wonderful synergy with his lifesteal.  A 10th level vampire with platemail and many layers of lifesteal can effectively cancel out the first 70-90 points of damage, enough to make winning any non-vicious scenario trivial.  The Vampire's immunity to poison and mana burn afflictions (similar to the {{c|Crusader}}) gives him a special affinity with {{i|Patches}}.  Because he's immune to two of the &amp;quot;bad things&amp;quot; Patches can invoke, this cursed teddy bear is all carrot and no stick for a vampire.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your lifesteal is capped by your damage output.  With a sufficient number of CP (and especially with a {{i|Vampiric Blade}} prepared) this can become a serious bottleneck.  Preparing extra attack boosters or the {{i|Perseverance Badge}} can be very useful to avert this limitation.  You also cannot steal more life than the enemy has; this is especially notable with enemies that have {{t|Death Protection}}, since they will be reduced to 1 hit point between attacks.  In cases like these, you should explore to allow your enemy to heal (but not too much!) so you can steal more life when you next hit them.&lt;br /&gt;
&lt;br /&gt;
==Class history==&lt;br /&gt;
Vampires could originally worship deities, but the problem was that they were absurdly overpowered with Dracul. Rather than nerfing them into the ground, the devs just changed them so they couldn't worship deities. It was the most graceful solution available to a glaring balance problem. There was a brief period where they could grab Pactmaker Pacts, though :-P&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50157</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50157"/>
				<updated>2015-03-28T07:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* File:Blinks.png Blinks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
=== [[File:Magic resist.png]] Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical resist.png]] Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
=== [[File:Alchemist's Pact.png]] Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blood Curse.png]] Blood Curse ===&lt;br /&gt;
Level number increased by 1.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Body Pact.png]] Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning Strike.png]] Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Chaos Form.png]] Chaos Form ===&lt;br /&gt;
Accepted Avatar of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consecrated Strike.png]] Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive (player) ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Crushing Blow.png]] Crushing Blow ===&lt;br /&gt;
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Immune.png]] Curse Immune ===&lt;br /&gt;
Immune to curses.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Damage Reduction.png]] Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Gaze Immune.png]] Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1hp left, the next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dodge.png]] Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Experience Boost.png]] Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied.&lt;br /&gt;
&lt;br /&gt;
=== [[File:First strike.png]] First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]:&lt;br /&gt;
If your next attack will kill an higher level opponent, First strike will allow to you to kill him without letting him damaging you.&lt;br /&gt;
&lt;br /&gt;
This only works for the final blow, and if the opponents doesn't have {{t|First strike}} as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:HeavyFireball.png]] Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks.&lt;br /&gt;
Monsters retaliate with 50% attack when damaged with fireballs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Humility.png]] Humility ===&lt;br /&gt;
Level lowered by one.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Indulgence.png]] Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
Knockback damages are indulged after normal damages : if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
Also, note that the knockback damages are applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait :&lt;br /&gt;
* if you throw it '''into a wall''', it will take the knockback damages&lt;br /&gt;
* if you throw it '''into a monster''', it will escape before taking knockback damages.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Learning.png]] Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lekon Devout.png]] Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
The health is recovered directly after your hit, this means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical Attack (Player).png]] Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burn Immune.png]] Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Might.png]] Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Mystic Balance.png]] Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Petition.png]] Petition ===&lt;br /&gt;
No random punishments.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PiercePhysical.png]] Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poison Immune.png]] Poison Immune ===&lt;br /&gt;
Immune to poison.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Prestige.png]] Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Reflexes.png]] Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Refreshment.png]] Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sanguine.png]] Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine. &lt;br /&gt;
&lt;br /&gt;
If there are more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Schadenfreude.png]] Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Scholar's Pact.png]] Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Pact.png]] Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Strength.png]] Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone form.png]] Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone skin.png]] Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Warrior's Pact.png]] Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consensus.png]] Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosion.png]] Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cursed.png]] Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Exhausted.png]] Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burned.png]] Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisoned.png]] Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slow Strike.png]] Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakened.png]] Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning.png]] Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slowed.png]] Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wicked Sick.png]] Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the guitar.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Zotted.png]] Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the Orb of Zot.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Berserks.png]] Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blinks.png]] Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
More precisely : if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
For example :&lt;br /&gt;
* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bloodless.png]] Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Retaliate-_Fireball.png]] Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
Note that monsters with the [[Traits#Weakening blow |weakening]] trait will also [[Traits#Weakened|weaken]] you and retaliating fireball.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cowardly.png]] Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Bearer.png]] Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death-gaze.png]] Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Fast regen.png]] Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical attack.png]] Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana burn.png]] Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:No_Experience.png]] No Experience ===&lt;br /&gt;
Killing the monster yields No Experience.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Revives.png]] Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawns.png]] Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawn Plants.png]] Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Undead.png]] Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakening blow.png]] Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magic Immune.png]] Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical Immune.png]] Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50156</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50156"/>
				<updated>2015-03-28T07:03:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* File:Blinks.png Blinks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
=== [[File:Magic resist.png]] Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical resist.png]] Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
=== [[File:Alchemist's Pact.png]] Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blood Curse.png]] Blood Curse ===&lt;br /&gt;
Level number increased by 1.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Body Pact.png]] Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning Strike.png]] Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Chaos Form.png]] Chaos Form ===&lt;br /&gt;
Accepted Avatar of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consecrated Strike.png]] Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive (player) ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Crushing Blow.png]] Crushing Blow ===&lt;br /&gt;
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Immune.png]] Curse Immune ===&lt;br /&gt;
Immune to curses.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Damage Reduction.png]] Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Gaze Immune.png]] Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1hp left, the next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dodge.png]] Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Experience Boost.png]] Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied.&lt;br /&gt;
&lt;br /&gt;
=== [[File:First strike.png]] First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]:&lt;br /&gt;
If your next attack will kill an higher level opponent, First strike will allow to you to kill him without letting him damaging you.&lt;br /&gt;
&lt;br /&gt;
This only works for the final blow, and if the opponents doesn't have {{t|First strike}} as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:HeavyFireball.png]] Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks.&lt;br /&gt;
Monsters retaliate with 50% attack when damaged with fireballs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Humility.png]] Humility ===&lt;br /&gt;
Level lowered by one.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Indulgence.png]] Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
Knockback damages are indulged after normal damages : if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
Also, note that the knockback damages are applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait :&lt;br /&gt;
* if you throw it '''into a wall''', it will take the knockback damages&lt;br /&gt;
* if you throw it '''into a monster''', it will escape before taking knockback damages.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Learning.png]] Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lekon Devout.png]] Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
The health is recovered directly after your hit, this means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical Attack (Player).png]] Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burn Immune.png]] Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Might.png]] Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Mystic Balance.png]] Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Petition.png]] Petition ===&lt;br /&gt;
No random punishments.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PiercePhysical.png]] Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poison Immune.png]] Poison Immune ===&lt;br /&gt;
Immune to poison.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Prestige.png]] Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Reflexes.png]] Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Refreshment.png]] Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sanguine.png]] Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine. &lt;br /&gt;
&lt;br /&gt;
If there are more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Schadenfreude.png]] Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Scholar's Pact.png]] Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Pact.png]] Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Strength.png]] Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone form.png]] Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone skin.png]] Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Warrior's Pact.png]] Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consensus.png]] Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosion.png]] Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cursed.png]] Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Exhausted.png]] Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burned.png]] Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisoned.png]] Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slow Strike.png]] Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakened.png]] Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning.png]] Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slowed.png]] Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wicked Sick.png]] Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the guitar.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Zotted.png]] Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the Orb of Zot.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Berserks.png]] Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blinks.png]] Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
More precisely : if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
For example :&lt;br /&gt;
* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. He won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bloodless.png]] Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Retaliate-_Fireball.png]] Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
Note that monsters with the [[Traits#Weakening blow |weakening]] trait will also [[Traits#Weakened|weaken]] you and retaliating fireball.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cowardly.png]] Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Bearer.png]] Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death-gaze.png]] Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Fast regen.png]] Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical attack.png]] Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana burn.png]] Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:No_Experience.png]] No Experience ===&lt;br /&gt;
Killing the monster yields No Experience.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Revives.png]] Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawns.png]] Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawn Plants.png]] Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Undead.png]] Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakening blow.png]] Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magic Immune.png]] Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical Immune.png]] Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50155</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50155"/>
				<updated>2015-03-28T07:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* File:Cowardly.png Cowardly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
=== [[File:Magic resist.png]] Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical resist.png]] Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
=== [[File:Alchemist's Pact.png]] Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blood Curse.png]] Blood Curse ===&lt;br /&gt;
Level number increased by 1.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Body Pact.png]] Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning Strike.png]] Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Chaos Form.png]] Chaos Form ===&lt;br /&gt;
Accepted Avatar of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consecrated Strike.png]] Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive (player) ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Crushing Blow.png]] Crushing Blow ===&lt;br /&gt;
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Immune.png]] Curse Immune ===&lt;br /&gt;
Immune to curses.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Damage Reduction.png]] Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Gaze Immune.png]] Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1hp left, the next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dodge.png]] Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Experience Boost.png]] Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied.&lt;br /&gt;
&lt;br /&gt;
=== [[File:First strike.png]] First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]:&lt;br /&gt;
If your next attack will kill an higher level opponent, First strike will allow to you to kill him without letting him damaging you.&lt;br /&gt;
&lt;br /&gt;
This only works for the final blow, and if the opponents doesn't have {{t|First strike}} as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:HeavyFireball.png]] Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks.&lt;br /&gt;
Monsters retaliate with 50% attack when damaged with fireballs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Humility.png]] Humility ===&lt;br /&gt;
Level lowered by one.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Indulgence.png]] Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
Knockback damages are indulged after normal damages : if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
Also, note that the knockback damages are applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait :&lt;br /&gt;
* if you throw it '''into a wall''', it will take the knockback damages&lt;br /&gt;
* if you throw it '''into a monster''', it will escape before taking knockback damages.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Learning.png]] Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lekon Devout.png]] Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
The health is recovered directly after your hit, this means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical Attack (Player).png]] Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burn Immune.png]] Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Might.png]] Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Mystic Balance.png]] Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Petition.png]] Petition ===&lt;br /&gt;
No random punishments.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PiercePhysical.png]] Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poison Immune.png]] Poison Immune ===&lt;br /&gt;
Immune to poison.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Prestige.png]] Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Reflexes.png]] Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Refreshment.png]] Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sanguine.png]] Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine. &lt;br /&gt;
&lt;br /&gt;
If there are more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Schadenfreude.png]] Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Scholar's Pact.png]] Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Pact.png]] Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Strength.png]] Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone form.png]] Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone skin.png]] Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Warrior's Pact.png]] Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consensus.png]] Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosion.png]] Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cursed.png]] Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Exhausted.png]] Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burned.png]] Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisoned.png]] Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slow Strike.png]] Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakened.png]] Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning.png]] Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slowed.png]] Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wicked Sick.png]] Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the guitar.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Zotted.png]] Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the Orb of Zot.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Berserks.png]] Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blinks.png]] Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
More precisely : if a blinking enemy is next to the player when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
For example :&lt;br /&gt;
* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
* Hitting or casting a fire ball to a SLOWED blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
* Pisorfing a blinking monster into another monster will make it blink.&lt;br /&gt;
* Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.&lt;br /&gt;
* Pisorfing a monster into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bloodless.png]] Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Retaliate-_Fireball.png]] Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
Note that monsters with the [[Traits#Weakening blow |weakening]] trait will also [[Traits#Weakened|weaken]] you and retaliating fireball.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cowardly.png]] Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Bearer.png]] Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death-gaze.png]] Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Fast regen.png]] Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical attack.png]] Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana burn.png]] Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:No_Experience.png]] No Experience ===&lt;br /&gt;
Killing the monster yields No Experience.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Revives.png]] Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawns.png]] Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawn Plants.png]] Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Undead.png]] Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakening blow.png]] Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magic Immune.png]] Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical Immune.png]] Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50154</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=50154"/>
				<updated>2015-03-28T06:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* File:Knockback.png Knockback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
=== [[File:Magic resist.png]] Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical resist.png]] Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
=== [[File:Alchemist's Pact.png]] Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blood Curse.png]] Blood Curse ===&lt;br /&gt;
Level number increased by 1.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Body Pact.png]] Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning Strike.png]] Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Chaos Form.png]] Chaos Form ===&lt;br /&gt;
Accepted Avatar of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consecrated Strike.png]] Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive (player) ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Crushing Blow.png]] Crushing Blow ===&lt;br /&gt;
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Immune.png]] Curse Immune ===&lt;br /&gt;
Immune to curses.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Damage Reduction.png]] Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Gaze Immune.png]] Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1hp left, the next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dodge.png]] Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Experience Boost.png]] Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied.&lt;br /&gt;
&lt;br /&gt;
=== [[File:First strike.png]] First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]:&lt;br /&gt;
If your next attack will kill an higher level opponent, First strike will allow to you to kill him without letting him damaging you.&lt;br /&gt;
&lt;br /&gt;
This only works for the final blow, and if the opponents doesn't have {{t|First strike}} as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:HeavyFireball.png]] Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks.&lt;br /&gt;
Monsters retaliate with 50% attack when damaged with fireballs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Humility.png]] Humility ===&lt;br /&gt;
Level lowered by one.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Indulgence.png]] Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
Knockback damages are indulged after normal damages : if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
Also, note that the knockback damages are applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait :&lt;br /&gt;
* if you throw it '''into a wall''', it will take the knockback damages&lt;br /&gt;
* if you throw it '''into a monster''', it will escape before taking knockback damages.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Learning.png]] Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lekon Devout.png]] Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
The health is recovered directly after your hit, this means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical Attack (Player).png]] Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burn Immune.png]] Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Might.png]] Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Mystic Balance.png]] Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Petition.png]] Petition ===&lt;br /&gt;
No random punishments.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PiercePhysical.png]] Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poison Immune.png]] Poison Immune ===&lt;br /&gt;
Immune to poison.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Prestige.png]] Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Reflexes.png]] Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Refreshment.png]] Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sanguine.png]] Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine. &lt;br /&gt;
&lt;br /&gt;
If there are more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Schadenfreude.png]] Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Scholar's Pact.png]] Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Pact.png]] Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spirit Strength.png]] Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone form.png]] Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stone skin.png]] Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Warrior's Pact.png]] Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Consensus.png]] Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosion.png]] Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cursed.png]] Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Exhausted.png]] Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana Burned.png]] Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisoned.png]] Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slow Strike.png]] Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakened.png]] Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Burning.png]] Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Slowed.png]] Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wicked Sick.png]] Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the guitar.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Zotted.png]] Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the Orb of Zot.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Berserks.png]] Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Blinks.png]] Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
More precisely : if a blinking enemy is next to the player when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
For example :&lt;br /&gt;
* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
* Hitting or casting a fire ball to a SLOWED blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
* Pisorfing a blinking monster into another monster will make it blink.&lt;br /&gt;
* Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.&lt;br /&gt;
* Pisorfing a monster into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bloodless.png]] Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Retaliate-_Fireball.png]] Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
Note that monsters with the [[Traits#Weakening blow |weakening]] trait will also [[Traits#Weakened|weaken]] you and retaliating fireball.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cowardly.png]] Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as blinking.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Curse Bearer.png]] Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Corrosive.png]] Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death Protection.png]] Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Death-gaze.png]] Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Fast regen.png]] Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Knockback.png]] Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Life steal.png]] Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magical attack.png]] Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Mana burn.png]] Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:No_Experience.png]] No Experience ===&lt;br /&gt;
Killing the monster yields No Experience.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Poisonous.png]] Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Revives.png]] Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawns.png]] Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Spawn Plants.png]] Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Undead.png]] Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Weakening blow.png]] Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Magic Immune.png]] Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Physical Immune.png]] Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50112</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50112"/>
				<updated>2015-03-20T16:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might 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 behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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 use resources  for the boss fight (piety, conversion points, [[popcorn]],potions...), &lt;br /&gt;
*high level and one kill from level-up, &lt;br /&gt;
*[[god|boons]] accumulation, &lt;br /&gt;
*useful items...&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing exp 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 exp 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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might be explore to fully explore the map before the final boss fight (to collect all remaining power up, 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 goal in build-up phase is to gain enough experience to reach an 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 monster, 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 an 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 having been casted on a monster, will award you 50% 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 (to tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*slowing monsters for a tiny 1 bonus XP (but still useful when casted extensively)&lt;br /&gt;
*items such as the [[Items#balanced dagger|balancer dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to rise level with less XP&lt;br /&gt;
*Some gods will also give you boons helping rising levels or gaining bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing an higher level monster to kill (level +2 or +3), you might discover the killing it will have you levelling up. But you might be slip and other bonus XP kill before (level +1 or +2) without levelling, thus optimising XP bonuses. However, that will be one popcorn less. So up to you deciding 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 boss fight. If you don't want to regen-fight or use potion, one way is have 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-up 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 to rise fast in XP leaving many monsters alive and thus gaining a lot of XP bonus. One technic is to look for '''experience catapult''' (killing a monster with an important difference in level, which make 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 seek of bonus Xp (or simply xp without exploring too much), you will have to choose your next target wisely. Of course there is do definite rule, it your choice will highly depend on the situation. Be here are some advice :&lt;br /&gt;
&lt;br /&gt;
* When possible try to go for higher level monster&lt;br /&gt;
* Start only fight that you will win : read carefully the combat prediction, and check your resources before starting the fight. Before starting spending health, mana on a fight you should know whether you'll win or not.&lt;br /&gt;
* Pay attention to the monsters traits and make sure you 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 popcorns. For example, cursing or death-gaze monsters might be dangerous as pop-corn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of the debuffs. For example, being mana burned or poisonned just before levelling 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 trade of the gained XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to you god, especially when you can't afford loosing XP. Some goods gods like you killing some monster types ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undeads), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undeads, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you 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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50111</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50111"/>
				<updated>2015-03-20T16:56:50Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might 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 behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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 use resources  for the boss fight (piety, conversion points, [[popcorn]],potions...), &lt;br /&gt;
*high level and one kill from level-up, &lt;br /&gt;
*[[god|boons]] accumulation, &lt;br /&gt;
*useful items...&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing exp 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 exp 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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might be explore to fully explore the map before the final boss fight (to collect all remaining power up, 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 goal in build-up phase is to gain enough experience to reach an 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 monster, 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 an 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 having been casted on a monster, will award you 50% 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 (to tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*slowing monsters for a tiny 1 bonus XP (but still useful when casted extensively)&lt;br /&gt;
*items such as the [[Items#balanced dagger|balancer dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to rise level with less XP&lt;br /&gt;
*Some gods will also give you boons helping rising levels or gaining bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing an higher level monster to kill (level +2 or +3), you might discover the killing it will have you levelling up. But you might be slip and other bonus XP kill before (level +1 or +2) without levelling, thus optimising XP bonuses. However, that will be one popcorn less. So up to you deciding 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 boss fight. If you don't want to regen-fight or use potion, one way is have 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-up 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 to rise fast in XP leaving many monsters alive and thus gaining a lot of XP bonus. One technic is to look for '''experience catapult''' (killing a monster with an important difference in level, which make 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 seek of bonus Xp (or simply xp without exploring too much), you will have to choose your next target wisely. Of course there is do definite rule, it your choice will highly depend on the situation. Be here are some advice :&lt;br /&gt;
&lt;br /&gt;
* When possible try to go for higher level monster&lt;br /&gt;
* Start only fight that you will win : read carefully the combat prediction, and check your resources before starting the fight. Before starting spending health, mana on a fight you should know whether you'll win or not.&lt;br /&gt;
* Pay attention to the monsters traits and make sure you 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 popcorns. For example, cursing or death-gaze monsters might be dangerous as pop-corn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of the debuffs. For example, being mana burned or poisonned just before levelling 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 trade of the gained XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to you god, especially when you can't afford loosing XP. Some goods gods like you killing some monster types ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undeads), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undeads, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you 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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50110</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50110"/>
				<updated>2015-03-20T16:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Single-Use Glyphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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 use resources  for the boss fight (piety, conversion points, [[popcorn]],potions...), &lt;br /&gt;
*high level and one kill from level-up, &lt;br /&gt;
*[[god|boons]] accumulation, &lt;br /&gt;
*useful items...&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing exp 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 exp 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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might be explore to fully explore the map before the final boss fight (to collect all remaining power up, 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 goal in build-up phase is to gain enough experience to reach an 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 monster, 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 an 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 having been casted on a monster, will award you 50% 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 (to tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*slowing monsters for a tiny 1 bonus XP (but still useful when casted extensively)&lt;br /&gt;
*items such as the [[Items#balanced dagger|balancer dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to rise level with less XP&lt;br /&gt;
*Some gods will also give you boons helping rising levels or gaining bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing an higher level monster to kill (level +2 or +3), you might discover the killing it will have you levelling up. But you might be slip and other bonus XP kill before (level +1 or +2) without levelling, thus optimising XP bonuses. However, that will be one popcorn less. So up to you deciding 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 boss fight. If you don't want to regen-fight or use potion, one way is have 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-up 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 to rise fast in XP leaving many monsters alive and thus gaining a lot of XP bonus. One technic is to look for '''experience catapult''' (killing a monster with an important difference in level, which make 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 seek of bonus Xp (or simply xp without exploring too much), you will have to choose your next target wisely. Of course there is do definite rule, it your choice will highly depend on the situation. Be here are some advice :&lt;br /&gt;
&lt;br /&gt;
* When possible try to go for higher level monster&lt;br /&gt;
* Start only fight that you will win : read carefully the combat prediction, and check your resources before starting the fight. Before starting spending health, mana on a fight you should know whether you'll win or not.&lt;br /&gt;
* Pay attention to the monsters traits and make sure you 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 popcorns. For example, cursing or death-gaze monsters might be dangerous as pop-corn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of the debuffs. For example, being mana burned or poisonned just before levelling 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 trade of the gained XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to you god, especially when you can't afford loosing XP. Some goods gods like you killing some monster types ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undeads), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undeads, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you 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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50109</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50109"/>
				<updated>2015-03-20T16:55:03Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Monster selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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 use resources  for the boss fight (piety, conversion points, [[popcorn]],potions...), &lt;br /&gt;
*high level and one kill from level-up, &lt;br /&gt;
*[[god|boons]] accumulation, &lt;br /&gt;
*useful items...&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing exp 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 exp 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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might be explore to fully explore the map before the final boss fight (to collect all remaining power up, 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 goal in build-up phase is to gain enough experience to reach an 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 monster, 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 an 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 having been casted on a monster, will award you 50% 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 (to tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*slowing monsters for a tiny 1 bonus XP (but still useful when casted extensively)&lt;br /&gt;
*items such as the [[Items#balanced dagger|balancer dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to rise level with less XP&lt;br /&gt;
*Some gods will also give you boons helping rising levels or gaining bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing an higher level monster to kill (level +2 or +3), you might discover the killing it will have you levelling up. But you might be slip and other bonus XP kill before (level +1 or +2) without levelling, thus optimising XP bonuses. However, that will be one popcorn less. So up to you deciding 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 boss fight. If you don't want to regen-fight or use potion, one way is have 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-up 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 to rise fast in XP leaving many monsters alive and thus gaining a lot of XP bonus. One technic is to look for '''experience catapult''' (killing a monster with an important difference in level, which make 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 seek of bonus Xp (or simply xp without exploring too much), you will have to choose your next target wisely. Of course there is do definite rule, it your choice will highly depend on the situation. Be here are some advice :&lt;br /&gt;
&lt;br /&gt;
* When possible try to go for higher level monster&lt;br /&gt;
* Start only fight that you will win : read carefully the combat prediction, and check your resources before starting the fight. Before starting spending health, mana on a fight you should know whether you'll win or not.&lt;br /&gt;
* Pay attention to the monsters traits and make sure you 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 popcorns. For example, cursing or death-gaze monsters might be dangerous as pop-corn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of the debuffs. For example, being mana burned or poisonned just before levelling 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 trade of the gained XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to you god, especially when you can't afford loosing XP. Some goods gods like you killing some monster types ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undeads), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undeads, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50108</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50108"/>
				<updated>2015-03-20T16:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Build-up phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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 use resources  for the boss fight (piety, conversion points, [[popcorn]],potions...), &lt;br /&gt;
*high level and one kill from level-up, &lt;br /&gt;
*[[god|boons]] accumulation, &lt;br /&gt;
*useful items...&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing exp 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 exp 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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might be explore to fully explore the map before the final boss fight (to collect all remaining power up, 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 goal in build-up phase is to gain enough experience to reach an 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 monster, 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 an 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 having been casted on a monster, will award you 50% 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 (to tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*slowing monsters for a tiny 1 bonus XP (but still useful when casted extensively)&lt;br /&gt;
*items such as the [[Items#balanced dagger|balancer dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to rise level with less XP&lt;br /&gt;
*Some gods will also give you boons helping rising levels or gaining bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing an higher level monster to kill (level +2 or +3), you might discover the killing it will have you levelling up. But you might be slip and other bonus XP kill before (level +1 or +2) without levelling, thus optimising XP bonuses. However, that will be one popcorn less. So up to you deciding 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 boss fight. If you don't want to regen-fight or use potion, one way is have 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-up 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 to rise fast in XP leaving many monsters alive and thus gaining a lot of XP bonus. One technic is to look for '''experience catapult''' (killing a monster with an important difference in level, which make 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;
One of the goal in&lt;br /&gt;
&lt;br /&gt;
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===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
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&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50107</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50107"/>
				<updated>2015-03-20T15:57:37Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Scouting mana investment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have your target coming to you (It is even more efficient if you have a [[balanced dagger]]).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a god rewarding mana use (such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyru]]), 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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50106</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50106"/>
				<updated>2015-03-20T15:55:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Scouting mana investment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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. If you are scared of wasting [[black space]], it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&lt;br /&gt;
&lt;br /&gt;
If you already are worshipping a good rewarding mana use (such as [[Mystera Annur]] or [[Binlor]])&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50105</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50105"/>
				<updated>2015-03-20T15:51:34Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Scouting Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50104</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50104"/>
				<updated>2015-03-20T15:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Scouting phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50103</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50103"/>
				<updated>2015-03-20T15:49:15Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Preparation phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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;
But don't over-think it though : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50102</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50102"/>
				<updated>2015-03-20T12:54:00Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Gold and kingdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50101</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50101"/>
				<updated>2015-03-20T12:53:13Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Gold-Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50100</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50100"/>
				<updated>2015-03-20T12:52:49Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Character Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, 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-Farming ===&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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50099</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50099"/>
				<updated>2015-03-20T12:52:07Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Character Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, and how close you are to the [[Strategy#boss fight|boss fights]].&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-Farming ===&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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50098</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50098"/>
				<updated>2015-03-20T12:51:22Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Character Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&lt;br /&gt;
&lt;br /&gt;
Though, don't take that selection too seriously : the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] he found, and how close you are to the [[Strategy#boss fight|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-Farming ===&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 go try to kill 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 player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class 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 won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
&lt;br /&gt;
The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal 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 is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
Select carefully your monster for next fight.&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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 worshipping 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;
LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
&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 the key for 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 class (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 worshipped 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 are 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 cost punishment for it might be high, 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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped 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;
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;
Read more in the [[Strike Order]] article&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;
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;
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 case, 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 Canon===&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;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50097</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=50097"/>
				<updated>2015-03-20T12:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Flap: /* Character Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page handles general strategies and gives some tricks to solve dungeons. But of course, every game is different, so you won't find there have a definite guide on how to win. Moreover these advice are for '''intermediate''' players only : true veteran had to forget everything to fully renew their play style and reach new height. &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 let you believe that a wrong decision will doom your character... Ok, it will sometimes be the case. But you will be amazed how resourceful your hero might be. So don't take that word too seriously, '''keep playing''' even if you think that you screwed the dungeon, and you might discover that true power lies behind your mistakes !!!&lt;br /&gt;
&lt;br /&gt;
==The different phases==&lt;br /&gt;
The dungeon exploration can be divided in 4 phases, each with their own challenges :&lt;br /&gt;
*The '''preparation''' : You are not in the dungeon yet, but you still have strategic choice 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 one of the place where the game is won or lost&lt;br /&gt;
*'''Boss fight''' : Unleash all you might to defeat the nasty boss (or bosses) in a firework 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 which will allow you to solve your dungeon of choice. &lt;br /&gt;
&lt;br /&gt;
But rest assured : every single dungeon can be won by any class and without any preparation (playing as a purist). But for sure, some combination are 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 in 2 groups :&lt;br /&gt;
* Those giving 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 : [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to win over 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 an heritage 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 which prefer high damages, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''' : characters which, on the other side will be able to tank much damages&lt;br /&gt;
* '''Caster''' : characters relying on an heavy use of glyphs to indulge damages&lt;br /&gt;
* '''Regen-fighter''' : characters able to heal faster than the monsters. They could mix various strategies (high damages, glyphs, resistance...&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;
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Though, the same character will often change its playstyle as the dungeon unfolds depending on the [[items]], [[glyphs]] and [[gods]] he found, and the game phase.&lt;br /&gt;
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=== Gold-Farming ===&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;
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You can also go try to kill the IN DEMAND trophy, take the bet on boss preparation, and score 1050 gold off the boss kill.&lt;br /&gt;
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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;
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Later in the game PQI and flaming dungeons will also provide opportunities to make more gold.&lt;br /&gt;
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==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;
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The length of scouting depends on your play style, but also on the dungeon. Some player would hardly kill any monster before they have cleared 25% of the map, and thus have more choice for early Buil-Up, some would try to level-up as soon as possible to avoid wasting [[black space]]. Even though it possible to fully explore [[Hobblers]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space a valuable resource.&lt;br /&gt;
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===Scouting Tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMISEE]] which reveal in priority altars, glyphs, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
Some class also provide extra information for scouting, such as the [[fighter]], the [[wizard]], the [[tinker]] and the [[half-dragon]] &lt;br /&gt;
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===Scouting mana investment===&lt;br /&gt;
While scouting, you probably won't spend much mana in combat, and might spoil a lot of it. Thus, [[WONAFIT]] is another useful glyph at this stage, which lets you efficiently into the preparation of 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.&lt;br /&gt;
If you are scared of wasting black space, it is also a solution to have potential target travelling directly to you. It is even more efficient if you have a [[balanced dagger]] (in terms of XP management).&lt;br /&gt;
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==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 exp 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) : ready to use resources (piety, conversion points, [[popcorn]],potions...), high enough level close to level-up, [[god|boons]] accumulation, inventory composition...&lt;br /&gt;
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The build-up phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&lt;br /&gt;
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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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
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===Exploration===&lt;br /&gt;
''Main article : [[Exploration]]''&lt;br /&gt;
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Always remember that during Build-Up, black space is your main resource. Black space is mana and is health. And you will transform that health and mana into damages, experience, objects... for the final fights.&lt;br /&gt;
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So don't be shy in exploration, but explore wisely (easier to say than to do, no ?) &lt;br /&gt;
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===Monster selection===&lt;br /&gt;
To be done&lt;br /&gt;
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Select carefully your monster for next fight.&lt;br /&gt;
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===Inventory management===&lt;br /&gt;
There is on important rule when taking items : the occupy room in your inventory. And the only way to get rid of them, is to convert them. &lt;br /&gt;
On the one end, it is a conversion bonus triggering your race bonus. But on the other hand is would be silly to clutter you 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;
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So think twice before picking something-up, and think twice too before converting an object.&lt;br /&gt;
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In the same way, spend you gold wisely in the shops.&lt;br /&gt;
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=== 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 worshipping 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;
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LEMISEE is another situation where you might want to convert early, once you done enough exploration with it.&lt;br /&gt;
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=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&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;
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=== God Selection ===&lt;br /&gt;
''Main article : [[gods]]''&lt;br /&gt;
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Gods are among the most powerful features in game, granting powerful boons. Actually, a good god understanding is one the key for 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;
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They are not equal : some will interact better with some class (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 worshipped 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;
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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 are 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;
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If you urgently '''need some piety''', other altars can be '''desecrated'''. The cost punishment for it might be high, it sometimes is extremely useful.&lt;br /&gt;
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'''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 fuelled from wall destruction. When played correctly, it will help you tanking huge damages aggravate 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 healing 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 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 a good for melee fighters. It will clutter your inventory with powerful objects. An easy to use god, which will provide your useful death protections in late games. &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. It loves money, and will help you hitting hard tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity which can be worshipped at the same time as other goods.&lt;br /&gt;
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==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;
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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;
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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;
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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;
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==Combat tricks==&lt;br /&gt;
=== First Strike Finisher ===&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;
Read more in the [[Strike Order]] article&lt;br /&gt;
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=== 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;
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=== [[Regen-fighting]] ===&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;
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===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;
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=== 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;
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=== Brawling ===&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 case, 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;
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==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;
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===Level 1 Boss fight===&lt;br /&gt;
To be done&lt;br /&gt;
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===Self Canon===&lt;br /&gt;
To be done&lt;br /&gt;
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===Limitless lifesteal===&lt;br /&gt;
To be done&lt;br /&gt;
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===Punchbag===&lt;br /&gt;
To be done&lt;br /&gt;
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===Halflingzerker===&lt;br /&gt;
To be done&lt;br /&gt;
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===Acid Caster===&lt;br /&gt;
To be done&lt;br /&gt;
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===Punchomancer===&lt;br /&gt;
To be done&lt;br /&gt;
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[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>	</entry>

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