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		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56383"/>
				<updated>2016-12-13T10:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
&lt;br /&gt;
Do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dracul&amp;diff=52212</id>
		<title>Dracul</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dracul&amp;diff=52212"/>
				<updated>2016-02-02T08:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added +1 curse as a cost to the blood swell boon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Dracul&lt;br /&gt;
|ShortHand=DR&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+2}} for each killed enemy.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* -20 Max Health&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Attack with Lifesteal (once per monster):{{Piety|+1}}&lt;br /&gt;
;Kill a non {{t|Undead}} monster:{{Piety|+2}}&lt;br /&gt;
;Convert {{s|HALPMEH}}:{{Piety|+10}}&lt;br /&gt;
;Convert {{s|CYDSTEPP}}:{{Piety|+10}}&lt;br /&gt;
;Convert a {{i|Health potion}}:{{Piety|+5}}&lt;br /&gt;
;Drink a blood pool:{{Piety|+1}} per stack of Blood Tithe&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Kill an {{t|Undead}} monster:{{Piety|-5}}&lt;br /&gt;
;Drink a {{i|Health potion}}:{{Piety|-5}}&lt;br /&gt;
;Cast {{s|HALPMEH}}:{{Piety|-5}}&lt;br /&gt;
;Cast {{s|CYDSTEPP}}:{{Piety|-5}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;Blood Curse &lt;br /&gt;
:'''Cost''': Increases level by 1 (no stat increase, no HP/MP fill, cannot be chosen at level 10) &lt;br /&gt;
:'''Effect''': {{piety|+20}}&lt;br /&gt;
;Blood Tithe (Repeatable) &lt;br /&gt;
:'''Cost''': {{piety|10 + 15n}}, -5 Max Health &lt;br /&gt;
:'''Effect''': Grants {{t|Sanguine}} 5%, or boosts +5% to {{t|Sanguine}} if you already have it.&lt;br /&gt;
;Blood Hunger (Repeatable) &lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, -20% to maximum {{t|Resistances}}&lt;br /&gt;
:'''Effect''': {{t|Life steal}} +1&lt;br /&gt;
;Blood Shield &lt;br /&gt;
:'''Cost''': {{piety|40}}&lt;br /&gt;
:'''Effect''': {{t|Physical resist}} +15%, {{t|Magic resist}} +15%&lt;br /&gt;
;Blood Swell (Repeatable) &lt;br /&gt;
:'''Cost''': {{piety|20 + 10n}}, +1 Curse&lt;br /&gt;
:'''Effect''': Restore all HP&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Dracul''' is the unholy deity of death, undeath, evil... your archetypical Lord of Darkness.  Dracul's boons are well suited to brawler-type characters, and with only a few very narrow exceptions is largely useless for spellcasters or striker-type attackers such as the rogue.  &lt;br /&gt;
&lt;br /&gt;
Dracul is unlocked in a subdungeon to the east.  When you enter this subdungeon, you will be pitted in combat against a doppelganger of yourself.  However, there is a known bug where the subdungeon exit doesn't seal itself off until you move one tile.  If you adjust the visible tabs, you can leave the subdungeon and avoid unlocking Dracul in this fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Dracul is difficult to gain piety with under most circumstances. There are only four ways to do so: killing non-undead monsters, converting a &amp;quot;holy&amp;quot; glyph ({{s|CYDSTEPP}} or {{s|HALPMEH}}),  converting a {{i|Healing Potion}}, and using a life-steal ability.  For most characters, the only way to get a life-steal ability is with one of Dracul's boons, which means it's imperative for Dracul worshipers to purchase either Blood Hunger or Blood Tithe as soon as possible to begin racking up real piety.&lt;br /&gt;
&lt;br /&gt;
Dracul's boons all grant ways to restore your hit points or (in the case of Blood Shield) prevent incoming damage.  This gives a Dracul follower greatly increased staying power in combat, and Dracul often makes an excellent last-ditch choice in the end-game since none of these are dependent on exploration space.  &lt;br /&gt;
&lt;br /&gt;
Both the Blood Tithe and the Blood Hunger boons provide a balance of piety gain and healing.  They both have serious drawbacks that must be managed, but with a large number of weaker monsters to &amp;quot;farm&amp;quot; for lifesteal healing they can allow a significant boost to your end-game healing prospects.  For characters who can raise their resistances substantially above 45% you should virtually ''never'' purchase the Blood Hunger boon.  Blood Tithe can offer some reasonable healing if you select it multiple times, but you'll need to find a way to raise your maximum HP to compensate and it will cost a significant amount of piety.  This usually means you'll need to convert into Dracul's religion with a large amount of piety already accrued, and found some way to increase your hit points.&lt;br /&gt;
&lt;br /&gt;
The need for improved hit points means {{g|Jehora Jeheyu}}, {{g|The Earthmother}} or {{g|Glowing Guardian}} all make excellent deities to worship prior to converting to Dracul.  Followers of the Earthmother should take note that her Plantation boon will remove bloodstains.  Followers of the Glowing Guardian must tread carefully with Absolution; removing a monster will also prevent you from harvesting its blood after you convert.  Jehora Jeheyu is difficult to manage, as most players will want to use Chaos Avatar before converting out, which may leave you with insufficient piety, but this combo is very powerful when you do have enough piety to pull it off.&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} into Dracul is a very powerful conversion chain. Taurog's easy piety generation lets you convert into Dracul with nearly full piety, and his armor pieces combine with Blood Shield for a very easy way to get 30%/30% resists, making the chain one of the best ways to stack resistances. Combine with Patches and the {{i|Dragon Shield}} and baby, you've got a stew goin'.&lt;br /&gt;
&lt;br /&gt;
When combined with the {{s|BLUDTUPOWA}} glyph, Dracul becomes an awesome force for spellcasters.  Dracul's Blood Tithe and Blood Hunger boons can be used to farm hit points, and then BLUDTUPOWA can be used to convert them into mana.  This allows Dracul to fuel some of the most powerful spellcasting spikes in the game, turning any character into a {{c|Bloodmage}}.  However, without this glyph he offers no synergy with spellcasters.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Sorcerer&amp;diff=51383</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Sorcerer&amp;diff=51383"/>
				<updated>2015-08-14T09:04:51Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added images to sorcerer specialities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Sorcerer&lt;br /&gt;
|ShortHand=So&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:Essence_transit.png]] ESSENCE TRANSIT: Every mana point spent regenerates 2 health&lt;br /&gt;
;[[File:Arcane_Knowledge.png]] ARCANE KNOWLEDGE: +5 starting mana&lt;br /&gt;
;[[File:Mana_shield.png]] MANA SHIELD: Deal one magic damage (per character level) whenever an opponent hits you&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuSo}},{{ElSo}},{{GnSo}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 2 [[Mage Tower]]&lt;br /&gt;
|Group=Tier 2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Some Wizards become so soaked with arcane power that it turns into a core part of their existence -- not just magically, but physically too. These Sorcerers exhibit a startling array of abilities and feats of prowess that would make them a hit at children's parties and weddings if they ever deigned to mingle with common society.''&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''ESSENCE TRANSIT''': Every mana point spent regenerates 2 health&lt;br /&gt;
*'''ARCANE KNOWLEDGE''': +5 starting mana&lt;br /&gt;
*'''MANA SHIELD''': Deal one magic damage (per character level) whenever an opponent hits you&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Sorcerers are easily the most powerful class as a low-level character.  Their Essence Transit special ability allows them to heal enormous amounts of hit points every time they cast a spell.  In fact, a Sorcerer has enough mana to fully heal himself three times over as a 1st level character, in addition to whatever benefits are afforded by the specific spell he's casting.&lt;br /&gt;
&lt;br /&gt;
This incredible power quickly fades away, however, because essence transit does not improve as you gain levels and still heals the same number of hit points.  What begins as a massive advantage becomes more of a marginal benefit as the Sorcerer matures, and his entire game plan will change accordingly.&lt;br /&gt;
&lt;br /&gt;
To succeed, a Sorcerer needs to leverage his strong early-game to put himself in a stronger position.  He's relatively weakest at higher levels, so you'll need every advantage you can muster to overcome the boss.  Sorcerers naturally lend themselves to hybrid fighter/caster approaches, but are versatile enough to be played as defensive brawler-type characters or as pure casters.&lt;br /&gt;
&lt;br /&gt;
A pure caster approach will focus more heavily on his enlarged mana pool.  In this case, Sorcerers should seek out ways to refill their mana pool in the late game.  Despite being a pure caster, remember that boss fights often are a game of inches, so it is best to make sure Essence Transit does not go to waste, and Mana Shield is a proverbial gift horse who should not be looked in the mouth.  (Of course Mana Burn especially can factor into such considerations)&lt;br /&gt;
&lt;br /&gt;
With a brawler setup, a Sorcerer can stretch the utility of Essence Transit and Mana Shield with defensive items while reaping the rewards of a large mana pool, functioning as an above-average caster in spite of all other choices.  Almost any combat glyph stands a fighting chance of being a star player in some situation or other, depending on the enemy and what spawns in the stores.  Even if you begin the run with a caster setup prepared, you should pay attention to the luck of the draw and think twice before opting in to Mystera's Flames especially, at least until you have a good plan for the boss fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Just about any race can make for a good Sorcerer, but perhaps the {{r|Orc}} has the hardest time scaling into the late game.  Similarly, the {{r|Dwarf}} and {{r|Halfling}} can proc Mana Shield more often, but it might not be worth writing home about.&lt;br /&gt;
&lt;br /&gt;
{{r|Gnome}}s get plenty of extra mana potions, which refill more due to the Sorcerer's high mana.&lt;br /&gt;
&lt;br /&gt;
{{r|Human}}s are suitable for a more melee-oriented Sorcerer, as their attack bonus starts getting powerful in the late game when Mana Shield and Essence Transit fall off. &lt;br /&gt;
&lt;br /&gt;
{{r|Goblin}}s' ability to convert for extra XP gives the Sorcerer more opportunities to level up and get those 20+ mana refills.&lt;br /&gt;
&lt;br /&gt;
This leaves {{r|Elf}}, who is definitely viable, as mana-stacking is pretty strong as far as one-dimensional strategies go.  This class also manages to stretch the utility of Essence Transit a bit further than usual.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
Sorcerers are flexible enough to thrive with almost any deity, given a complementary item build.  {{g|Taurog}} is probably the most questionable, but even in this case, it's possible to farm piety with selective fireball use and then convert out.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} gives both more efficient fireballing via Mystic Balance, and a lot of mana in the endgame with Refreshment. An obvious and strong choice.&lt;br /&gt;
&lt;br /&gt;
{{g|Jehora Jeheyu}}'s health bonus can be quite useful to a Sorcerer and enable him to fight higher level enemies that would otherwise be impossible due to being one-shot killers before the Sorcerer's healing can kick in. Chaos Avatar, typically used as an extra level-up during the boss fight with associated mana refill, also synergizes well with the sorcerer's large mana pool.  Since the Boost Health/Essence Transit combo is extremely effective at level 1, it is highly advantageous to gain piety through a safe desecration like Binlor at level 1 when such an option is available.  This way, you can achieve Boost Health and Petition at level 1 with minimal punishments.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} is always a strong option for casters, even if her mana-restoring Clearance doesn't care about the size of the Sorcerer's mana pool.  Her Vine Form and Greenblood boons are better for brawler/hybrid approaches.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} allows the Sorcerer to pull off some absolutely sick bonus XP spikes at low levels through Humility.  His other boons are bit more brawler-friendly.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Sorcerers can use a variety of items with good efficiency.  Any pure caster item can be put to good use, but {{i|Crystal Ball}} is especially prep-worthy with such a large mana pool, and if you get mana boons from Mystera and/or JJ and play as an {{r|Elf}}, this can easily escalate to pure shenanigans.  For hybrid approaches, the {{i|Witchalok Pendant}} does not disappoint - just make sure your enemy is burning during your exploration portion of the regen fight cycle.&lt;br /&gt;
&lt;br /&gt;
At early levels, the {{i|Shield}} preparation has a nice synergy.  Since tanking a single hit is often the single barrier to taking on enemies with Essence Transit at low levels, this item can sometimes make all of the difference.  As always, it will fall off and become a top candidate for conversion fodder before too long.&lt;br /&gt;
&lt;br /&gt;
One item that is completely game-changing is {{i|Avatar's Codex}}, and Sorcerers use it to great effect.  You only need to weigh the pros against the map's distribution of status ailments.  Except for high-level fights, the Sorcerer's Essence Transit tends to pay for the drawback and then some.  A higher mana total helps, and Mana Shield procs without consuming the burn stacks.  The Codex brings the damage total up to 8 per caster level, with 1 damage per level from Mana Shield, and 1 damage per monster level due to burning - 100 damage total per cast if everyone is level 10.  Note that the monster hits you after the initial fireball, so that you can still get one-hit spell kills in on lower-level monsters if need be.&lt;br /&gt;
&lt;br /&gt;
A special case is the Sorcerer's unique ability to remove more Death Protections from Animated Armor enemies than anyone else in a single turn due to Mana Shield.  A basic hit with a burn from {{i|Whurrgarbl}} popped by knockback damage with {{i|Bear Mace}} (or Binlor's Stone Fist) causes 3 DP stacks removed in one melee hit already; Mana Shield brings the total up to 4.  Since enemies get weaker as you remove DP stacks anyway, this may be more a matter of trivia than something worth building an item preparation strategy around.  However, Whurrgarbl is pretty decent for regen fighting as it is, and Mana Shield does not consume burn stacks.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane_Knowledge.png&amp;diff=51382</id>
		<title>File:Arcane Knowledge.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane_Knowledge.png&amp;diff=51382"/>
				<updated>2015-08-14T09:00:37Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Sorcerer speciality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerer speciality&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51381</id>
		<title>File:Arcane.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51381"/>
				<updated>2015-08-14T08:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Plz delete as I'm Moving the image to arcane_knowledge instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plz delete me&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51380</id>
		<title>File:Arcane.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51380"/>
				<updated>2015-08-14T08:53:24Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Grimskallen uploaded a new version of File:Arcane.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerer speciality&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Mana_shield.png&amp;diff=51379</id>
		<title>File:Mana shield.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Mana_shield.png&amp;diff=51379"/>
				<updated>2015-08-14T08:52:29Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Sorcerer speciality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerer speciality&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Essence_transit.png&amp;diff=51378</id>
		<title>File:Essence transit.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Essence_transit.png&amp;diff=51378"/>
				<updated>2015-08-14T08:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Sorcerer speciality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerer speciality&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51377</id>
		<title>File:Arcane.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Arcane.png&amp;diff=51377"/>
				<updated>2015-08-14T08:47:40Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Sorcerer speciality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerer speciality&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Classes&amp;diff=50653</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Classes&amp;diff=50653"/>
				<updated>2015-06-05T14:08:16Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Placed the chemist as a special class. Chemist breaks the standard already established in this page, so hopefully someone who has more time will clean that up, did minor cleanup here and there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}__NOTOC__&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Classes Table of Contents&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 1|Tier 1]]&lt;br /&gt;
|[[#Fighter|Fighter]]&lt;br /&gt;
|[[#Thief|Thief]]&lt;br /&gt;
|[[#Priest|Priest]]&lt;br /&gt;
|[[#Wizard|Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 2|Tier 2]]&lt;br /&gt;
|[[#Berserker|Berserker]]&lt;br /&gt;
|[[#Rogue|Rogue]]&lt;br /&gt;
|[[#Monk|Monk]]&lt;br /&gt;
|[[#Sorcerer|Sorcerer]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Tier 3|Tier 3]]&lt;br /&gt;
|[[#Warlord|Warlord]]&lt;br /&gt;
|[[#Assassin|Assassin]]&lt;br /&gt;
|[[#Paladin|Paladin]]&lt;br /&gt;
|[[#Bloodmage|Bloodmage]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;\|[[#Special|Special]]&lt;br /&gt;
|[[#Crusader|Crusader]]&lt;br /&gt;
|[[#Transmuter|Transmuter]]&lt;br /&gt;
|[[#Tinker|Tinker]]&lt;br /&gt;
|[[#Chemist|Chemist]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|[[#Monster Classes|Monster Classes]]&lt;br /&gt;
|[[#Half-Dragon|Half-Dragon]]&lt;br /&gt;
|[[#Gorgon|Gorgon]]&lt;br /&gt;
|[[#Vampire|Vampire]]&lt;br /&gt;
|[[#Rat_Monarch|Rat Monarch]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
{{ClassSummary|Fighter}}&lt;br /&gt;
{{ClassSummary|Thief}}&lt;br /&gt;
{{ClassSummary|Priest}}&lt;br /&gt;
{{ClassSummary|Wizard}}&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
{{ClassSummary|Berserker}}&lt;br /&gt;
{{ClassSummary|Rogue}}&lt;br /&gt;
{{ClassSummary|Monk}}&lt;br /&gt;
{{ClassSummary|Sorcerer}}&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
{{ClassSummary|Warlord}}&lt;br /&gt;
{{ClassSummary|Assassin}}&lt;br /&gt;
{{ClassSummary|Paladin}}&lt;br /&gt;
{{ClassSummary|Bloodmage}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
{{ClassSummary|Crusader}}&lt;br /&gt;
{{ClassSummary|Transmuter}}&lt;br /&gt;
{{ClassSummary|Tinker}}&lt;br /&gt;
===[[File:ChemistHero.png]] Chemist===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Suggested Races&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;ADDITIVES: Start with [[BYSSEPS]]&lt;br /&gt;
;PRESERVATIVES: Extra potion shops&lt;br /&gt;
;COLOURANTS: Potions have strange side effects.&lt;br /&gt;
|*Add race here*&lt;br /&gt;
|Enhanced Edition + Chemist Subdungeon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monster Classes ==&lt;br /&gt;
===[[File:GorgonHero.png]] Gorgon===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:DragonHero.png]] Half-Dragon===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:VampireHero.png]] Vampire===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;UNDEAD: Immune to poison and mana burn&lt;br /&gt;
;DAMNED: Cannot worship, exhausted while wounded, flat health regeneration of 1&lt;br /&gt;
;ETERNAL THIRST: Starts with Sanguine and one level of Lifesteal&lt;br /&gt;
|1 Lifesteal per 120 Conversion Points&lt;br /&gt;
|Complete [[Halls of Steel#Vicious Mode|Halls of Steel (Vicious Mode)]] with 3 [[class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:GoatpersonHero.png]] Goatperson===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;SCAPEGOAT: Randomly worships a new god per level, no conversion or desecration&lt;br /&gt;
;PROTOTYPE: No restoration effects on level-up, gold instead of trophies&lt;br /&gt;
;HERBIVORE: Eats food while exploring. Killing enemies yields more food&lt;br /&gt;
|Refill HP/MP per 100 (+10 cumulative) Conversion Points&lt;br /&gt;
|Reward for supporters + Unlock 6 gods &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:RatHero.png]] Rat Monarch===&lt;br /&gt;
{|style=&amp;quot;text-align:center;width:80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Traits&lt;br /&gt;
!Conversion&lt;br /&gt;
!How to Unlock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
;REGAL HYGIENE: Rat bites corrode enemies. Gains one stack of Corrosive Strike per level.&lt;br /&gt;
;REGAL PERKS: Sensitive whiskers detect deals. All shops are scouted. Buying an item regenerates 50% health and mana (may overheal).&lt;br /&gt;
;REGAL SIZE: Rats are the CORRECT size: Small. Lower maximum health and mana, all items are large.&lt;br /&gt;
|1 Corrosive Strike per 80 Conversion Points&lt;br /&gt;
|Enhanced Edition + Finish [[Demonic Library]] with 3 [[class]]es&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes|*]]&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=50652</id>
		<title>Half-Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=50652"/>
				<updated>2015-06-05T08:26:23Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Minor changes in the format.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Half-Dragon&lt;br /&gt;
|ShortHand=HD&lt;br /&gt;
|Traits=&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|Conversion=20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Half-Dragons specialize in knockback damage so it's important to position both you and your enemy in order to make the most out of it. Their magical attack allows them to easily bypass the defenses of monsters such as the {{m|Goo Blob}}, but at the same time makes enemies with magic resistance such as the {{m|Golem}} more challenging.  Knockback damage is still physical, and a half-dragon will need to balance his main attack and secondary knockback to deal with mixed threats.  Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight lets you see what you're about to knock your enemies into, avoiding blind attacks.&lt;br /&gt;
&lt;br /&gt;
Since much of the half-dragon's damage will be coming from knockback, glyphs used to aid positioning are very useful for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can move the enemy or yourself to get in position for a knockback. Other than those, there aren't any particular glyphs half-dragons require to be successful.  {{s|PISORF}} can be somewhat useful as a glyph, but since the half-dragon gets free knockback on attack he often has better things to spend his mana on.&lt;br /&gt;
&lt;br /&gt;
As for Gods, the half-dragon has great synergy with {{g|Binlor Ironshield}} since you'll be breaking a lot of walls. Stone Form and Stone Fist gives half-dragon serious boost to his damage output, plus some magic resistance.  Stone Skin can be used for extra physical resistance as needed, but Stone Heart should be avoided; you need to conserve walls for knockback damage.  There is no deity that is useless to the half-dragon, and he can work well with any of them.&lt;br /&gt;
&lt;br /&gt;
The Half-dragon's knockback effect means that he greatly enjoys any source of base attack damage, and his focus on melee combat means that boosts to attack bonus aren't wasted either. &lt;br /&gt;
&lt;br /&gt;
== Interaction with plants ==&lt;br /&gt;
Due to the normal attacks dealing magical damage it presents some interesting interaction with magic immune plants, namely being able to push plants around without killing them. This allows you to launch them onto enemies as well a more advanced strategy involving joining {{g|Tikki Tooki}} and having dodge boon letting you infinetely spam piety easily if you knock the magic immune plant into something indesctructible.&lt;br /&gt;
&lt;br /&gt;
== Alpha Verison Trivia ==&lt;br /&gt;
Unlike the alpha half-dragon, the full version allows them to use {{s|BURNDAYRAZ}} without any penalty.  This means they are not totally dependent on the {{s|HALPMEH}} glyph for a decent spellcasting option as they were in the alpha, although that glyph is still very useful for them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=50651</id>
		<title>Half-Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=50651"/>
				<updated>2015-06-05T08:16:51Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added a seperate part about interaction with plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Half-Dragon&lt;br /&gt;
|ShortHand=HD&lt;br /&gt;
|Traits=&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|Conversion=20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Half-Dragons specialize in knockback damage so it's important to position both you and your enemy in order to make the most out of it. Their magical attack allows them to easily bypass the defenses of monsters such as the {{m|Goo Blob}}, but at the same time makes enemies with magic resistance such as the {{m|Golem}} more challenging.  Knockback damage is still physical, and a half-dragon will need to balance his main attack and secondary knockback to deal with mixed threats.  Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight lets you see what you're about to knock your enemies into, avoiding blind attacks.&lt;br /&gt;
&lt;br /&gt;
Since much of the half-dragon's damage will be coming from knockback, glyphs used to aid positioning are very useful for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can move the enemy or yourself to get in position for a knockback. Other than those, there aren't any particular glyphs half-dragons require to be successful.  {{s|PISORF}} can be somewhat useful as a glyph, but since the half-dragon gets free knockback on attack he often has better things to spend his mana on.&lt;br /&gt;
&lt;br /&gt;
As for Gods, the half-dragon has great synergy with {{g|Binlor Ironshield}} since you'll be breaking a lot of walls. Stone Form and Stone Fist gives half-dragon serious boost to his damage output, plus some magic resistance.  Stone Skin can be used for extra physical resistance as needed, but Stone Heart should be avoided; you need to conserve walls for knockback damage.  There is no deity that is useless to the half-dragon, and he can work well with any of them.&lt;br /&gt;
&lt;br /&gt;
The Half-dragon's knockback effect means that he greatly enjoys any source of base attack damage, and his focus on melee combat means that boosts to attack bonus aren't wasted either. &lt;br /&gt;
&lt;br /&gt;
== Interaction with plants ==&lt;br /&gt;
Due to the normal attacks dealing magical damage it presents some interesting interaction with magic immune plants, namely being able to push plants around without killing them. This allows you to launch them onto enemies as well a more advanced strategy involving joining Tikki Tookia and having dodge boon letting you infinetely spam piety easily if you knock the magic immune plant into something indesctructible.&lt;br /&gt;
&lt;br /&gt;
== Alpha Verison Trivia ==&lt;br /&gt;
Unlike the alpha half-dragon, the full version allows them to use {{s|BURNDAYRAZ}} without any penalty.  This means they are not totally dependent on the {{s|HALPMEH}} glyph for a decent spellcasting option as they were in the alpha, although that glyph is still very useful for them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50626</id>
		<title>File:ChemistHero.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50626"/>
				<updated>2015-05-29T11:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: uploaded a new version of &amp;amp;quot;File:ChemistHero.png&amp;amp;quot;: Edit on the edit, the previous version got unsharp / blurry, this one is sharpened to make up for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added iamge of the new class Chemist, essentially just a prinscreen and edit of the icon available at the class selection screen.&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50625</id>
		<title>File:ChemistHero.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50625"/>
				<updated>2015-05-29T11:36:24Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: uploaded a new version of &amp;amp;quot;File:ChemistHero.png&amp;amp;quot;: Edit: The previous version was too big, and didn't scale according to the other class icons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added iamge of the new class Chemist, essentially just a prinscreen and edit of the icon available at the class selection screen.&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50624</id>
		<title>File:ChemistHero.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:ChemistHero.png&amp;diff=50624"/>
				<updated>2015-05-29T11:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added iamge of the new class Chemist, essentially just a prinscreen and edit of the icon available at the class selection screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added iamge of the new class Chemist, essentially just a prinscreen and edit of the icon available at the class selection screen.&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:RatHero.png&amp;diff=50623</id>
		<title>File:RatHero.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:RatHero.png&amp;diff=50623"/>
				<updated>2015-05-29T10:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added image of the new Rat Monarch class, essentially an edited image of him from the class selection screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added image of the new Rat Monarch class, essentially an edited image of him from the class selection screen.&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50582</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50582"/>
				<updated>2015-05-27T10:51:30Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added more info about the special sides of the chemist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;ADDITIVES: Start with BYSSEPS, which can be cast for stacking bonus damage, but the mana cost doubles each cast.&lt;br /&gt;
;PRESERVATIVES: Extra potion shops.&lt;br /&gt;
;COLOURANTS: Potions have strange side effects; drinking health/mana pots puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other, form resers to normal on level up.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
::&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Requirements to unlock -: Enhanced Edition + Chemist Subdungeon&lt;br /&gt;
;Subdungeon found in -: Demonic Library, possibly others.	&lt;br /&gt;
&lt;br /&gt;
Medium sized sub dungeon 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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50554</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50554"/>
				<updated>2015-05-23T21:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Added the main navigation at the bottom of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;ADDITIVES: Start with BYSSEPS&lt;br /&gt;
;PRESERVATIVES: Extra potion shops&lt;br /&gt;
;COLOURANTS: Potions have strange side effects; drinking health/mana pots puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
::&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Requirements to unlock -: Enhanced Edition + Chemist Subdungeon&lt;br /&gt;
;Subdungeon found in -: Demonic Library, possibly others.	&lt;br /&gt;
&lt;br /&gt;
Medium sized sub dungeon 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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50553</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50553"/>
				<updated>2015-05-23T21:26:04Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: Attempted to try and add some information on this class, not very good edit, but better than nothing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;ADDITIVES: Start with BYSSEPS&lt;br /&gt;
;PRESERVATIVES: Extra potion shops&lt;br /&gt;
;COLOURANTS: Potions have strange side effects; drinking health/mana pots puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
::&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Requirements to unlock -: Enhanced Edition + Chemist Subdungeon&lt;br /&gt;
;Subdungeon found in -: Demonic Library, possibly others.	&lt;br /&gt;
&lt;br /&gt;
Medium sized sub dungeon 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;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&amp;diff=50345</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=50345"/>
				<updated>2015-04-29T14:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: /* Strategy */&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 [[Burndayraz]].&lt;br /&gt;
&lt;br /&gt;
This lends itself to regen fighting and mage builds, even with the rat's decreased health pool and lack of resistance. 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. Corrosive damage also applies to knockback, so the Bear Mace is also a valuable prep item, essentially doubling damage from corrosion when knockback applies.&lt;br /&gt;
&lt;br /&gt;
[[Elven Boots]] is a good prep item, increasing both magic resistance and mana. The [[Platemail]] is possibly better, negating significant amounts of damage from lower level monsters, thus making popcorn monsters easier to use. The [[Dragon Shield]] can be stronger against high level monsters and some bosses, but is weaker against low level enemies. Of special note is that potions take up a full slot and the [[Compression Scroll]] does not work for them. This severely limits potion use, and items that normally take up small slots become full slot items. Luckily they will still stack. Another option is the [[Gloves of Midas]] item, due to their healing when buying items.&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, glyphs, 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. Because of this, Extra Mana Boosters are recommended as a preparation, without them they will end up with 11 mana after finding all boosters on the map... preparing more means enough mana to use two fireballs as opposed to one. The Transmutation Seal is a good choice as well, due to their trait of healing from buying items. The Witch is less useful than for other classes thanks to their limited potion inventory, although a Reflex Potion can be helpful in spiking the boss, allowing them to immediately stack Corrosion on the boss twice. Waiting till late in the run is recommended for maximum corrosion stacks.&lt;br /&gt;
&lt;br /&gt;
Glyph wise, [[Burndayraz]] is nearly required. Meanwhile, glyphs that normally are very useful for physical fighters such as [[Getindare]] and [[Byseps]] do little to help them. [[Halpmeh]] is still useful, but cuts into mana for [[Burndayraz]]. The same goes for [[Apheelsik]], although it has good interplay with [[Burndayraz]] thanks to burning lowering regeneration. [[Bludtupowah]] is as useful as it is in any other mage build. [[Pisorf]] is trickier to use but Corrosive damage applies fully to knockback damage, so you'll get 100% of the corrosion damage when the knockback damage applies, making it a much more powerful glyph for Rats than for any other class. It is also more mana effective than [[Burndayraz]], and can damage enemies that retaliate to fireballs without risk. [[Cydstep]] can be extremely helpful... in fact, with their low health pool and Corrosion, it can allow them to take down extremely high level monsters very early, especially if they find some good conversion fodder and a [[Burndayraz]] glyph to pair with it. &lt;br /&gt;
&lt;br /&gt;
Deity wise, deities that improve survivability or glyph use are recommended. [[Tikki Tooki]] is nearly useless... rats tend to take a few hits before taking anything down, so take a lot of punishments from this deity. This is a pity, since more Reflex potions would work well with stacking Corrosive Strike quickly. [[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. [[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. Another good deity is [[The Earthmother]], as her Vine Form helps the Rat's small health pool and provides some damage reduction, in addition to Clearance providing mana for more fireballs. [[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. Because of their limited potion space in inventory, [[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. [[Binlor Ironshield]] is a good choice for resistances. Stone Form isn't very useful since Might doesn't apply to Corrosive damage, but Stone Fist's knockback can deal damage both on the initial attack and the knockback, causing the corrosion damage to apply twice. Because of this and the easy piety gain from destroying walls, Binlor is excellent as part of a conversion strategy.&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 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 probably take it down with enough of their own hits because of the corrosion stacks, it's just a matter of whether it is worth the resources spent doing so. It is technically possible for a rat with [[Cydstep]], [[Burndayraz]], and some conversion fodder to take down a level 9 enemy at level 2 or 3, though it is not necessarily recommended since that will consume a lot of blackspace to get that many hits in. Another option is bringing the [[Balanced Dagger]] and just hunting enemies the same level in the hopes of using less blackspace to win, though this does take up precious inventory space for them.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=50328</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=50328"/>
				<updated>2015-04-27T19:17:58Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: /* Non-Lockerable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items Avaliable in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The Following '''22''' items are available in the shops once you unlock them by completing either their respecitve quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| Quest: [[Quest#Double Take|Double Take]]&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Dragon Soul.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''&lt;br /&gt;
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| Quest: [[Quest#Ice and Fury|Ice and Fury]]&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold&lt;br /&gt;
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item&lt;br /&gt;
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| Quest: [[Quest#Minecraft|Minecraft]]&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Hero's Helm.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| Quest: [[Quest#Confidence|Confidence]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 damage reduction per character level; your attacks are slowed&lt;br /&gt;
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 3 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 18&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Every visible enemy has their max health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist's Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are avaliable as preparations once you upgrade their respective kingdome buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slaying Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are avaliable as preparations and most can be bought from the in-dungeon Alchemy Shop. All but the Health and Mana Potion are unlcked via the &amp;quot;Complicated Tasks&amp;quot; Questline which starts with finding the Witch in one of the eastern dungeons. They are all present in the Alchemy shop in Daily challenges.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes maan burn&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude Potion}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance if the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
| [[Witch]] level 3, or found inside the [[Metal Spider Temple]] subdungeon&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjecent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
| Thieves Den level 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Items Found In Dungeons =&lt;br /&gt;
&lt;br /&gt;
== Subdungeon Items ==&lt;br /&gt;
&lt;br /&gt;
These items are most often found in subdungeons and class challenge runs, and are not avaliable for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.&lt;br /&gt;
&lt;br /&gt;
There are &lt;br /&gt;
&lt;br /&gt;
=== Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|&amp;quot;{{va|Forlorn}}&amp;quot;&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|&amp;quot;{{va|Penance}}&amp;quot;&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Soul Orb.png]]&lt;br /&gt;
|{{va|Cracked Soul Orb}}&lt;br /&gt;
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stone Sigil.png]]&lt;br /&gt;
|{{va|Crumbling Ward}}&lt;br /&gt;
| Can be consumed for +15 Piety. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Dairy Diary}}&lt;br /&gt;
| Activate to read a diary of a goat. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat Horn.png]]&lt;br /&gt;
|{{va|Goat Horn}}&lt;br /&gt;
| +5% attack damage; small item&lt;br /&gt;
| Subdungeon&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Ward.png‎]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Long Rant}}&lt;br /&gt;
| Adds 3 layers of Corrosion to enemies on the same dungeon level. (Confirmation?)&lt;br /&gt;
| [[Subdungeon]] or Gaan'Telet&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Mass09 Ledger}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera Scripture.png]]&lt;br /&gt;
|{{va|Mystera Scripture}}&lt;br /&gt;
| Can be consumed to add +1 Max Mana&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatloaf.png]]&lt;br /&gt;
|{{va|Nom Nom}}&lt;br /&gt;
| Can be consumed to add +1 HP per level, but it also poisons the user.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie Dog.PNG]]&lt;br /&gt;
|{{va|Pepper the Dog}}&lt;br /&gt;
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.&lt;br /&gt;
| [[Subdungeon]] or Priest Bronze Challenge&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Spider Amulet}}&lt;br /&gt;
| Adds +10 HP, but attempts to poison the user every time they level up.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of Binding.png]]&lt;br /&gt;
|{{va|Wand of Binding}}&lt;br /&gt;
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET&lt;br /&gt;
| Subdungeon&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wisp Gem.PNG]]&lt;br /&gt;
|{{va|Wisp Gem}}&lt;br /&gt;
| +5% base damage; small item&lt;br /&gt;
| Subdungeon, various monstes in several dungeons drop them&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
|Adds 20% phys resist&lt;br /&gt;
|[[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet.png]]&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
|???&lt;br /&gt;
|[[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blade of Yin.png]]&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
|Adds 3 base damage, can be consumed to grant Death Protection, small item&lt;br /&gt;
|[[Subdungeon]]: Yin and Yang&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Essence Potion.PNG]]&lt;br /&gt;
|{{va|Essence Potion}}&lt;br /&gt;
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found&lt;br /&gt;
|[[Subdungeon]]: Metal Spider Temple, touching the altar&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Heart.png]]&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
|Adds 3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
|[[Subdungeon]]: Draco&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Protect.EXE}}&lt;br /&gt;
| Can be consumed to add a layer of Death Protection; two charges; small item&lt;br /&gt;
| Subdungeon: Wizard.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|Strange Mixture}}&lt;br /&gt;
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.&lt;br /&gt;
| [[Subdungeon]]: Jadetooth&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Wand of Splosion}}&lt;br /&gt;
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions&lt;br /&gt;
| [[Subdungeon]]: El Potion Loco&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall Cruncher.PNG]]&lt;br /&gt;
|{{va|Wall Cruncher}}&lt;br /&gt;
|Activate to destroy walls directly to the N, E, S and W of your position, small item&lt;br /&gt;
|Subdungeon&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whisper Charm.png]]&lt;br /&gt;
|{{va|Whisper Charm}}&lt;br /&gt;
| Adds +4% physical resistance&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| Adds +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unclear ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Dented Helm}}&lt;br /&gt;
| +1 Mana Point +1 Damage. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|18&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMISI(?)}}&lt;br /&gt;
|Reveals the entire map upon activation.&lt;br /&gt;
|Subdungeon&lt;br /&gt;
|18&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Recipie Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipies for the Vegetarian Vampire subdungeon&lt;br /&gt;
| [[Subdungeon]]: Vegetarian Vampire&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeon Boss Rewards ==&lt;br /&gt;
&lt;br /&gt;
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: [[Dragon Isles]]&lt;br /&gt;
|23&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: [[Namtar's Lair]]&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|35&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and icreases health and mana potion effectivness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: [[Naga City]]&lt;br /&gt;
|12&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the [[Havendale Bridge]]&lt;br /&gt;
|25&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Quest Items with Codex Entries: ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|'Tea'}}&lt;br /&gt;
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.&lt;br /&gt;
| [[Subdungeon]]: Orc unlock subdungeon&lt;br /&gt;
| 0&lt;br /&gt;
| n\a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Philosopher's Stone.png]]&lt;br /&gt;
|{{va|Philosopher's Stone}}&lt;br /&gt;
| If you take it back to the kingdom it unlocks [[Alchemist]]&lt;br /&gt;
| It starts spawning in shops until you buy it and take it out&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Midas Mantle.png]]&lt;br /&gt;
|{{va|Midas Mantle}}&lt;br /&gt;
| It gives immunity to Death Gaze&lt;br /&gt;
| Only appears in the Rogue Silver Challenge and can be bought for 100 gold (?)&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|&amp;quot;Courage Juice&amp;quot;}}&lt;br /&gt;
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.&lt;br /&gt;
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== God Items with Codex Entries ==&lt;br /&gt;
&lt;br /&gt;
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog's Skullpicker.png]]&lt;br /&gt;
|{{va|'Skullpicker'}}&lt;br /&gt;
| Adds +5 base damage, and Taurog punishes you if you convert it.&lt;br /&gt;
| Taking one of Taurog's boons&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog's Wereward.png]]&lt;br /&gt;
|{{va|Wereward}}&lt;br /&gt;
| Adds -5 damage reduction, and Taurog Punishes you if you convert it&lt;br /&gt;
| Taking one of Taurog's boons&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog's Gloat.png]]&lt;br /&gt;
|{{va|Gloat}}&lt;br /&gt;
| Adda +15% Magic Resistance, and Taurog Punishes you if you convert it&lt;br /&gt;
| Taking one of Taurog's boons&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog's Will.png]]&lt;br /&gt;
|{{va|Will}}&lt;br /&gt;
| Adda +15% Physical Resistance, and Taurog Punishes you if you convert it&lt;br /&gt;
| Taking one of Taurog's boons&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|0&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Unlisted Items =&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +1 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Avatar Symbol (Outdated).png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Avatar Symbol (Outdated)}}&lt;br /&gt;
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Conversion Fodder =&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&amp;diff=50327</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=50327"/>
				<updated>2015-04-27T16:12:46Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: /* Strategy */&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 [[Burndayraz]].&lt;br /&gt;
&lt;br /&gt;
This lends itself to regen fighting and mage builds, even with the rat's decreased health pool and lack of resistance. 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. Corrosive damage also applies to knockback, so the Bear Mace is also a valuable prep item, essentially doubling damage from corrosion when knockback applies.&lt;br /&gt;
&lt;br /&gt;
[[Elven Boots]] is a good prep item, increasing both damage resistance and mana. The [[Platemail]] is possibly better, negating significant amounts of damage from lower level monsters, thus making popcorn monsters easier to use. The [[Dragon Shield]] can be stronger against high level monsters and some bosses, but is weaker against low level enemies. Of special note is that potions take up a full slot and the [[Compression Scroll]] does not work for them. This severely limits potion use, and items that normally take up small slots become full slot items. Luckily they will still stack. Another option is the [[Gloves of Midas]] item, due to their healing when buying items.&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, glyphs, 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. Because of this, Extra Mana Boosters or Extra Health Boosters are recommended as a preparation. The Translocation Seal or Transmutation Seal are good choices as well, due to their trait of healing from buying items. The Witch is less useful than for other classes thanks to their limited potion inventory, although a Reflex Potion can be helpful in spiking the boss, allowing them to immediately stack Corrosion on the boss twice. Waiting till late in the run is recommended for maximum corrosion stacks.&lt;br /&gt;
&lt;br /&gt;
Glyph wise, [[Burndayraz]] is nearly required. Meanwhile, glyphs that normally are very useful for physical fighters such as [[Getindare]] and [[Byseps]] do little to help them. [[Cydstep]] and [[Halpmeh]] are still useful, but cut into mana for [[Burndayraz]]. The same goes for [[Apheelsik]], although it has good interplay with [[Burndayraz]] thanks to burning lowering regeneration. [[Bludtupowah]] is as useful as it is in any other mage build. [[Pisorf]] is trickier to use but Corrosive damage applies fully to knockback damage, so you'll get 100% of the corrosion damage when the knockback damage applies, making it a much more powerful glyph for Rats than for any other class. It is also more mana effective than [[Burndayraz]], and can damage enemies that retaliate to fireballs without risk.&lt;br /&gt;
&lt;br /&gt;
Deity wise, deities that improve survivability or glyph use are recommended. [[Tikki Tooki]] is nearly useless... rats tend to take a few hits before taking anything down, so take a lot of punishments from this deity. This is a pity, since more Reflex potions would work well with stacking Corrosive Strike quickly. [[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. [[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. Another good deity is [[The Earthmother]], as her Vine Form helps the Rat's small health pool and provides some damage reduction, in addition to Clearance providing mana for more fireballs. [[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. Because of their limited potion space in inventory, [[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. [[Binlor Ironshield]] is a good choice for resistances. Stone Form isn't very useful since Might doesn't apply to Corrosive damage, but Stone Fist's knockback can deal damage both on the initial attack and the knockback, causing the corrosion damage to apply twice. Because of this and the easy piety gain from destroying walls, Binlor is excellent as part of a conversion strategy.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&amp;diff=50326</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=50326"/>
				<updated>2015-04-27T16:12:08Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: /* Strategy */ Breastplate is platemail, and midas gloves is gloves of midas.&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 [[Burndayraz]].&lt;br /&gt;
&lt;br /&gt;
This lends itself to regen fighting and mage builds, even with the rat's decreased health pool and lack of resistance. 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. Corrosive damage also applies to knockback, so the Bear Mace is also a valuable prep item, essentially doubling damage from corrosion when knockback applies.&lt;br /&gt;
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[[Elven Boots]] is a good prep item, increasing both damage resistance and mana. The [[platemail]] is possibly better, negating significant amounts of damage from lower level monsters, thus making popcorn monsters easier to use. The [[Dragon Shield]] can be stronger against high level monsters and some bosses, but is weaker against low level enemies. Of special note is that potions take up a full slot and the [[Compression Scroll]] does not work for them. This severely limits potion use, and items that normally take up small slots become full slot items. Luckily they will still stack. Another option is the [[Gloves of Midas]] item, due to their healing when buying items.&lt;br /&gt;
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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, glyphs, 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;
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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. Because of this, Extra Mana Boosters or Extra Health Boosters are recommended as a preparation. The Translocation Seal or Transmutation Seal are good choices as well, due to their trait of healing from buying items. The Witch is less useful than for other classes thanks to their limited potion inventory, although a Reflex Potion can be helpful in spiking the boss, allowing them to immediately stack Corrosion on the boss twice. Waiting till late in the run is recommended for maximum corrosion stacks.&lt;br /&gt;
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Glyph wise, [[Burndayraz]] is nearly required. Meanwhile, glyphs that normally are very useful for physical fighters such as [[Getindare]] and [[Byseps]] do little to help them. [[Cydstep]] and [[Halpmeh]] are still useful, but cut into mana for [[Burndayraz]]. The same goes for [[Apheelsik]], although it has good interplay with [[Burndayraz]] thanks to burning lowering regeneration. [[Bludtupowah]] is as useful as it is in any other mage build. [[Pisorf]] is trickier to use but Corrosive damage applies fully to knockback damage, so you'll get 100% of the corrosion damage when the knockback damage applies, making it a much more powerful glyph for Rats than for any other class. It is also more mana effective than [[Burndayraz]], and can damage enemies that retaliate to fireballs without risk.&lt;br /&gt;
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Deity wise, deities that improve survivability or glyph use are recommended. [[Tikki Tooki]] is nearly useless... rats tend to take a few hits before taking anything down, so take a lot of punishments from this deity. This is a pity, since more Reflex potions would work well with stacking Corrosive Strike quickly. [[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. [[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. Another good deity is [[The Earthmother]], as her Vine Form helps the Rat's small health pool and provides some damage reduction, in addition to Clearance providing mana for more fireballs. [[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. Because of their limited potion space in inventory, [[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. [[Binlor Ironshield]] is a good choice for resistances. Stone Form isn't very useful since Might doesn't apply to Corrosive damage, but Stone Fist's knockback can deal damage both on the initial attack and the knockback, causing the corrosion damage to apply twice. Because of this and the easy piety gain from destroying walls, Binlor is excellent as part of a conversion strategy.&lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=47198</id>
		<title>Halls of Steel</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&amp;diff=47198"/>
				<updated>2014-12-12T08:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;Grimskallen: changed berzerker to berserker and barbarian to berserker&lt;/p&gt;
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&lt;div&gt;[[File:Halls_of_steel_2.jpg|right|600px]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
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This is a Hard difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. The boss is an elite version of Animated Armor with awful stats, but has 20 levels of death protection. This is the only dungeon where the Orb of Lusory ([[File:Orb_of_Lusory2.jpg]]) spawns. It is unlocked by completing [[Creeplight Ruins]]. For the Vicious version see [[Vicious Steel]].&lt;br /&gt;
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== Overview ==&lt;br /&gt;
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=== Hard Mode ===&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
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'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=190|attack=62|other=[[File:Death_protection.png|link=Death Protection]] (10) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
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'''Special Rules:''' The Orb of Lusory spawns here: it is an item that grants 50% magic resistance. It can be destroyed to get rid of all illusions.&lt;br /&gt;
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=== Vicious Mode ===&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
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'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
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Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
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'''Suggested Classes:''' Berserker, Bloodmage, Monk(not), Paladin, Sorcerer, Transmuter&lt;br /&gt;
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=== Hard ===&lt;br /&gt;
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This boss has a considerable amount of staying power, so it is recommended you play a class that lasts long. The 4 main classes are Bloodmages, because of the considerable amount of fireballs you can throw, Monks, because their resistances and their considerable [[regen-fighting]] capabilities, Paladins, because HALPMEH and resistances are a great counteraction to low damage, and Sorcerers, because the mana shield takes out an additional layer of death protection. Also, make sure not to incur any weakening and lower resist, if it matters.&lt;br /&gt;
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If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can regen fight monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.&lt;br /&gt;
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If you are playing a monk, you should be regen fighting sorcerers and wraiths a few levels above you. You shouldn't do this too much because you need to save enough tiles to out regen the boss. Use taurog, and avoid weakening or lower resists. When you reach the boss begin fighting until you cannot, then reveal tiles till your hp is above 31. Once your hp is high enough, assuming you deal enough damage, you should be able to take off another layer of death protection. Use your Unstoppable Fury and health potions to try to outlast him once you run out of tiles.&lt;br /&gt;
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If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss.&lt;br /&gt;
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If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.&lt;br /&gt;
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=== Vicious ===&lt;br /&gt;
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.&lt;br /&gt;
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the second class that is good for this is the sorcerer because he has his mana-shield which effectively allows you to take out two death protections for the price of one. I Have found that indominatable is quite easy with the right preparations the trouble comes when you face blahblah he has so much health and I have burned so much already I usually can only take him down to 300, but I do have a tendancy towards godlessness.&lt;br /&gt;
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Note: (the monk has no base magic resist and both bosses use magic so most of this is useless)~Loop Dragonblade&lt;br /&gt;
The Indomitable is the boss that takes the most hits out of any in the game. Not only that, but he has okay damage too! You need a character with EXTREME staying power. The only two characters that provide this are the monk and the paladin. You must avoid steel golems and illusions at all cost, because their lower resist or weakening could be the difference between victory and defeat. Mana burn can be crippling, so you may want to avoid wraiths too. Animated armors are to be avoided, unless you can take off a death protection and you were going to explore anyways, because they expend your precious tiles. Unfortunately, this leaves only sorcerers which will be the main targets in this dungeon. At all costs, avoid exploring if you can!&lt;br /&gt;
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If you choose to play a monk, you need a HALPMEH glyph. Since most of The Indomitable's staying power comes from death protections, you don't need very high damage. You do need to have damage that you can still take off a death protection after you regenerate above 36 hp. When you fight the boss, you are going to need a colossal amount of tiles, so explore extremely sparingly. When fighting the boss, whenever you can't take a shot, regenerate to just above 36, he will regenerate to 31 or 21, and if you do enough damage you should take off a death protection anyways. Finally, when you run out of tiles, start using potions, or god boons like protection, to elongate your staying power as long as possible.&lt;br /&gt;
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If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close.&lt;br /&gt;
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One strategy which works surprisingly well is the transmuter. The transmuter works surprisingly well, because not only does he have unlimited spells as long as there are walls. Also, if you find PISORF or another form of knockback it takes of an additional layer of death protection. Also, because of the transmuter's ability to gain mana from walls PISORF costs no mana, so it removes a layer of death protection for free.&lt;br /&gt;
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Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.&lt;br /&gt;
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== Quests ==&lt;br /&gt;
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=== Hard ===&lt;br /&gt;
The only quest in the Halls of Steel is The Dancing Blades which grants 250 gold when you win the dungeon.&lt;br /&gt;
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=== Vicious ===&lt;br /&gt;
Razor blade Smile&lt;br /&gt;
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{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>Grimskallen</name></author>	</entry>

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