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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat&amp;diff=56384</id>
		<title>Goat</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat&amp;diff=56384"/>
				<updated>2016-12-18T22:18:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* The Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Goat&lt;br /&gt;
|HP=90%&lt;br /&gt;
|Att=100%&lt;br /&gt;
|Traits={{t|Magic resist}} 25%&lt;br /&gt;
|Unlock={{b|Mage Tower|Level 2|Tower Of Magic}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Monster ==&lt;br /&gt;
&lt;br /&gt;
The '''Goat''' is one of the less threatening [[monsters]] in the dungeon, and any character who specializes in melee damage can destroy them with great ease.  They are commonly referred to as &amp;quot;murder bait&amp;quot; and it's often possible to attack and kill goats three or even four levels above yourself.  This makes them one of the best sources of bonus XP that you can find in a dungeon.&lt;br /&gt;
&lt;br /&gt;
The best approach to killing a goat is to use temporary buffs such as {{s|CYDSTEPP}} or {{s|ENDISWAL}} to withstand a few extra attacks.  Due to their low HP, goats simply cannot survive repeated attacks without a chance to heal and will quickly fall to a well-prepared onslaught.  Spellcasters may have a more difficult time due to the goat's magic resistance.&lt;br /&gt;
&lt;br /&gt;
Because of their magic resistance, poison from the {{S|APHEELSIK}} glyph is unreliable.  However, their resistance is not particularly high so poison still has fairly good probability of working.  If you cannot kill a high-level goat by other means and you only need one or two more attacks to pull off the kill, then this can be a very worthwhile gamble. &lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
&lt;br /&gt;
The goat boss, '''Bleaty''', has very high attack and low health. On some of the more difficult scenarios where monsters have boosted stats, Bleaty nearly reaches 300 points of damage.  This makes survival even a single attack exceedingly difficult.  In addition, Bleaty has 50% magic resistance, so {{s|BURNDAYRAZ}} is less effective against him - though it is still often the best way to deal with an unexpected Bleaty.  To defeat this boss, you will need to prey on his low hit points or else find some way to survive his damage.&lt;br /&gt;
&lt;br /&gt;
The best way to fight Bleaty is by worshipping {{g|Binlor Ironshield}}.  Virtually all of Binlor's boons are valuable for your battle against Bleaty.  Since he can grant you temporary 65% physical resists, a character with sufficient hit points can survive the goat quite easily.  He can also reduce Bleaty's magic resist to leave him vulnerable to conventional spellcasting.  His {{boon|Stone Form}} and {{boon|Stone Fist}} boons both improve the potency of your physical attack, allowing you to finish the battle more quickly. &lt;br /&gt;
&lt;br /&gt;
Other methods of surviving Bleaty include {{t|Death Protection}}, overheal effect from {{t|Life steal}}, or any form of {{t|Physical resist}}.  Another method is to use the {{s|PISORF}} glyph, which deals physical damage and is unaffected by Bleaty's magic resistance.&lt;br /&gt;
&lt;br /&gt;
{{s|BURNDAYRAZ}} is also a viable way to deal with Bleaty. He has 50% Magic Resist, but also his health is only 50% of what you'd expect a standard boss to have, so in effect you will need as many fireballs to kill him as you'd need for a generic boss. Even a character with no boost to spellcasting power can use a combination of mid-fight level-ups and mana potions to deal enough Fireball damage to Bleaty.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Triple_Quests&amp;diff=56382</id>
		<title>Talk:Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Triple_Quests&amp;diff=56382"/>
				<updated>2016-11-29T20:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: Created page with &amp;quot;Jamberine, I disagree with this edit:  &amp;quot;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.&amp;quot;  It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jamberine,&lt;br /&gt;
I disagree with this edit:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It's quite fine to highlight that Dragon Shield is a good prep (even though it usually is, so there's not a lot of news there), but I wouldn't say that it's better. It's different; you pretty much have to lug it around for two maps without benefiting from it in any meaningful way, just to enjoy its benefit during the 3rd map. Whereas the Fake Beard helps you immensely in both first maps. I've personally found the second map to be the toughest, and I never had much difficulty with the other two maps.&lt;br /&gt;
&lt;br /&gt;
I think everyone can pick their own preps, the reason we listed the Fake Beard is because it's normally not a very lucrative prep, but in this specific triple quest it's surprisingly good. [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:32, 29 November 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56212</id>
		<title>Naga City</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56212"/>
				<updated>2016-09-13T14:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Naga City Big.png|left]]&lt;br /&gt;
[[File:Naga_City.png|right|450px]]&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Goo Blob}}s, {{m|Naga}}s, {{m|Serpent}}s, {{m|Warlock}}s, {{m|Acid Blob}}s, {{m|Burn Viper}}s, {{m|Vampire}}s. Monster difficulty is 150% on the main map, and 120% in the arena.&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' ''Nine'' of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (HP 475, ATK 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
No altars spawn in the first area unless prepared.&lt;br /&gt;
&lt;br /&gt;
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.&lt;br /&gt;
&lt;br /&gt;
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.&lt;br /&gt;
&lt;br /&gt;
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless. &lt;br /&gt;
&lt;br /&gt;
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).&lt;br /&gt;
&lt;br /&gt;
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Naga City is considered to be the most difficult of the directional Vicious dungeons (with only Vicious Gaan-Telet surpassing it). The monsters are tough; there are many bosses, each with different abilities, so each character will have difficulty facing at least one of them; and more importantly, the arena is separated from the main map, and it is impossible to return after descent. As difficult as the main map might seem, the real challenge is the arena, and the top part should be viewed as a preparation area designed to equip the player with the resources needed to beat the Arena. Some things to consider:&lt;br /&gt;
* Do not use any expendable resources (like Potions) on the main map. Save everything you can for the Arena.&lt;br /&gt;
* Take/buy everything you will need from the main map. Convert everything you cannot take to the Arena due to inventory limitations.&lt;br /&gt;
* There is by default no Altar on the main map. If you want to build up some Piety and grab some early boons, you must play a Crusader or use a Church preparation.&lt;br /&gt;
* You want to squeeze everything you can from the main map. The only exception to this is Experience; most characters benefit from descending just a few XP shy of a level-up, to be able to use the level-up refill during the first boss-fight. That said, a minimum level of 8-9 is recommended, because for a lower level character, defeating the first bosses could take too many resources.&lt;br /&gt;
&lt;br /&gt;
Preparations:&lt;br /&gt;
* Most melee builds will want to build resistances. Unlike in Vicious Gaan-Telet, in Naga City it is not mandatory to do so, the map can be won without resistances; however, it is significantly easier with them. Consider the {{i|Dragon Shield}} preparation for melee builds, or the {{i|Crystal Ball}} for spell-casting builds.&lt;br /&gt;
* Choosing a Church preparation can be very beneficial, as the map has no default altars. Generally the best starting deities are {{g|Jehora Jeheyu}}, {{g|Mystera Annur}} or {{g|Binlor Ironshield}}. Since the Arena has all altars, you can count on having a guaranteed altar conversion if needed.&lt;br /&gt;
* For the Potion Kit it is strongly recommended to take a {{i|Can of Whupaz}}. This is also valid for pure spellcaster builds. The Super Meat Man has a lot of hit points, reducing that with the Whupaz still leaves a lot to be plowed through. {{i|Schadenfreude Potion}} is also a good pick for most builds.&lt;br /&gt;
* If you do not worship Binlor, preparing the {{i|Bear Mace}} might be a good idea to increase the odds of finding the secret subdungeon. It is usually worth it just for this purpose, even if you will convert it off immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Builds ===&lt;br /&gt;
&lt;br /&gt;
'''Recommended Races''': Any except {{r|Goblin}}. The dungeon is long and experience is plentiful, including options for additional experience to trigger level-up catapults; this makes the Goblin's bonus largely useless here. As a lot of fighting will happen at L10, the {{r|Human}} is slightly better than the {{r|Orc}} for purely melee builds (though the Orc can still be better for builds relying heavily on knockback damage). {{r|Gnome}} or {{r|Elf}} can work equally well, as there are additional Mana Potions available in the Arena. The same goes for {{r|Dwarf}} or {{r|Halfling}}.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Classes'''&amp;lt;br&amp;gt;&lt;br /&gt;
The {{c|Wizard}} does not suffer from the inventory constraints as much as other classes, making it probably the best class for a spell-casting approach. Sample build: {{ElWi}} of Mystera. Alternatively try the Gnome Sorcerer of Mystera.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{c|Monk}} has high physical resistance and is able to efficiently regenerate in the limited blackspace available in the Arena. Sample build: {{OrMo}} of Binlor. Alternatively try the Orc Paladin of Binlor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable {{c|Gorgon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56211</id>
		<title>Naga City</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56211"/>
				<updated>2016-09-13T12:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Naga City Big.png|left]]&lt;br /&gt;
[[File:Naga_City.png|right|450px]]&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Goo Blob}}s, {{m|Naga}}s, {{m|Serpent}}s, {{m|Warlock}}s, {{m|Acid Blob}}s, {{m|Burn Viper}}s, {{m|Vampire}}s. Monster difficulty is 150% on the main map, and 120% in the arena.&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' ''Nine'' of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (HP 475, ATK 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
No altars spawn in the first area unless prepared.&lt;br /&gt;
&lt;br /&gt;
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.&lt;br /&gt;
&lt;br /&gt;
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.&lt;br /&gt;
&lt;br /&gt;
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless. &lt;br /&gt;
&lt;br /&gt;
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).&lt;br /&gt;
&lt;br /&gt;
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Naga City is considered to be the most difficult of the directional Vicious dungeons (with only Vicious Gaan-Telet surpassing it). The monsters are tough; there are many bosses, each with different abilities, so each character will have difficulty facing at least one of them; and more importantly, the arena is separated from the main map, and it is impossible to return after descent. As difficult as the main map might seem, the real challenge is the arena, and the top part should be viewed as a preparation area designed to equip the player with the resources needed to beat the Arena. Some things to consider:&lt;br /&gt;
* Do not use any expendable resources (like Potions) on the main map. Save everything you can for the Arena.&lt;br /&gt;
* Take/buy everything you will need from the main map. Convert everything you cannot take to the Arena due to inventory limitations.&lt;br /&gt;
* There is by default no Altar on the main map. If you want to build up some Piety and grab some early boons, you must play a Crusader or use a Church preparation.&lt;br /&gt;
* You want to squeeze everything you can from the main map. The only exception to this is Experience; most characters benefit from descending just a few XP shy of a level-up, to be able to use the level-up refill during the first boss-fight. That said, a minimum level of 8-9 is recommended, because for a lower level character, defeating the first bosses could take too many resources.&lt;br /&gt;
&lt;br /&gt;
Preparations:&lt;br /&gt;
* Most melee builds will want to build resistances. Unlike in Vicious Gaan-Telet, in Naga City it is not mandatory to do so, the map can be won without resistances; however, it is significantly easier with them. Consider the {{i|Dragon Shield}} preparation for melee builds, or the {{i|Crystal Ball}} for spell-casting builds.&lt;br /&gt;
* Choosing a Church preparation can be very beneficial, as the map has no default altars. Generally the best starting deities are {{g|Jehora Jeheyu}}, {{g|Mystera Annur}} or {{g|Binlor Ironshield}}. Since the Arena has all altars, you can count on having a guaranteed altar conversion if needed.&lt;br /&gt;
* For the Potion Kit it is strongly recommended to take a {{i|Can of Whupaz}}. This is also valid for pure spellcaster builds. The Super Meat Man has a lot of hit points, reducing that with the Whupaz still leaves a lot to be plowed through. {{i|Schadenfreude Potion}} is also a good pick for most builds.&lt;br /&gt;
* If you do not worship Binlor, preparing the {{i|Bear Mace}} might be a good idea to increase the odds of finding the secret subdungeon. It is usually worth it just for this purpose, even if you will convert it off immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Builds ===&lt;br /&gt;
&lt;br /&gt;
'''Recommended Races''': Any except {{r|Goblin}}. The dungeon is long and experience is plentiful, including options for additional experience to trigger level-up catapults; this makes the Goblin's bonus largely useless here. As a lot of fighting will happen at L10, the {{r|Human}} is slightly better than the {{r|Orc}} for purely melee builds (though the Orc can still be better for builds relying heavily on knockback damage). {{r|Gnome}} or {{r|Elf}} can work equally well, as there are additional Mana Potions available in the Arena. The same goes for {{r|Dwarf}} or {{r|Halfling}}.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Classes''': Wizard, Monk&lt;br /&gt;
&lt;br /&gt;
''wip''&lt;br /&gt;
&lt;br /&gt;
(todo: summarize the important points of [[Annotated Playthrough Naga City]] and [[Anyone Can Win Vicious Part 1: Naga City]] here)&lt;br /&gt;
&lt;br /&gt;
Regen-fighting is the word here. Poison is useful, as are mid-battle level-ups using the corner enemies. The piece de résistance in the boss gauntlet is usually the Tower of Goo and its 75% physical resistance: you'll need to either save a lot of mana for this battle, or bring a lot of resistance erosion to it. If it's not him it'll be Frank the Zombie, who has high stats and is immune to poison. For pure caster builds it's The Iron Man with his 75% magic resistance.&lt;br /&gt;
&lt;br /&gt;
{{boon|Tribute}} and {{boon|Tikki's Edge}} - Level up fast with catapult tricks. Worship {{g|Tikki Tooki}} in the clean up phase to get poison, then convert to {{g|Mystera Annur}} for the Arena. Use poison to kill all of the bosses without special strategies and follow directions for the ones that do. Convert to the {{g|Glowing Guardian}} or {{g|Dracul}} for extra HP and/or mana after you run out of potions.&lt;br /&gt;
&lt;br /&gt;
{{OrRo}}/{{g|Glowing Guardian}} - Prepare Glowing Guardian, attack bonus increasers, Patches, and an item that either provides high attack bonus or high conversion rate. Buy and convert all possible items you won't use later (using bonus potions to get an early level catapult), use {{boon|Absolution}} ~5 times for some bonus HP. The objective is to get base damage to achievement levels (150+); this makes poisonless regen-fighting a doable strategy.&lt;br /&gt;
&lt;br /&gt;
{{c|Half-Dragon}} - After enough item conversions, the half-dragon can do even more damage per strike than an orc rogue, without HP difficulties, and easily kills bosses with physical or magic resistance. Hit the bosses into each other, or into other enemies; try to hit low damage bosses into high-damage ones to get a head start. Prep the Dragon Shield and do anything that raises resists or base damage, and convert everything you don't need. Prep Binlor (for piety farming, knockback bonus and a bit of magic resist), Dracul (for {{boon|Blood Shield}} mostly, though all of his boons will do you a bit of good), or {{g|Taurog}} (for resists and piety farming); if you don't worship {{g|Dracul}} switch to him in the arena for {{boon|Blood Shield}}.&lt;br /&gt;
&lt;br /&gt;
{{c|Gorgon}} - You have to beat the level 3 times to unlock the gorgon, but her incredible ability at regen-fighting makes her extremely suited to beating it again. Worship Binlor while leveling up to farm piety and magic resist, and switch to Dracul in the arena for even more resists.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable {{c|Gorgon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56209</id>
		<title>Naga City</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=56209"/>
				<updated>2016-09-13T09:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Naga City Big.png|left]]&lt;br /&gt;
[[File:Naga_City.png|right|450px]]&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Goo Blob}}s, {{m|Naga}}s, {{m|Serpent}}s, {{m|Warlock}}s, {{m|Acid Blob}}s, {{m|Burn Viper}}s, {{m|Vampire}}s. Monster difficulty is 150% on the main map, and 120% in the arena.&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' ''Nine'' of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (HP 475, ATK 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
No altars spawn in the first area unless prepared.&lt;br /&gt;
&lt;br /&gt;
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.&lt;br /&gt;
&lt;br /&gt;
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.&lt;br /&gt;
&lt;br /&gt;
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless. &lt;br /&gt;
&lt;br /&gt;
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).&lt;br /&gt;
&lt;br /&gt;
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Naga City is considered to be the most difficult of the directional Vicious dungeons (with only Vicious Gaan-Telet surpassing it). The monsters are tough; there are many bosses, each with different abilities, so each character will have difficulty facing at least one of them; and more importantly, the arena is separated from the main map, and it is impossible to return after descent. As difficult as the main map might seem, the real challenge is the arena, and the top part should be viewed as a preparation area designed to equip the player with the resources needed to beat the Arena. Some things to consider:&lt;br /&gt;
* Do not use any expendable resources on the main map. Save everything you can for the Arena.&lt;br /&gt;
* Take/buy everything you will need from the main map. Convert everything you cannot take to the Arena due to inventory limitations.&lt;br /&gt;
* There is by default no Altar on the main map. If you want to build up some Piety, you must play a Crusader or use a Church preparation.&lt;br /&gt;
* You want to squeeze everything you can from the main map. The only exception to this is Experience; most characters benefit from descending just a few XP shy of a level-up, to be able to use the refill during the first boss-fight. That said, a minimum level of 8-9 is recommended, because for a lower level character, defeating the first bosses could take too many resources.&lt;br /&gt;
&lt;br /&gt;
===&lt;br /&gt;
&lt;br /&gt;
(todo: summarize the important points of [[Annotated Playthrough Naga City]] and [[Anyone Can Win Vicious Part 1: Naga City]] here)&lt;br /&gt;
&lt;br /&gt;
Regen-fighting is the word here. Poison is useful, as are mid-battle level-ups using the corner enemies. The piece de résistance in the boss gauntlet is usually the Tower of Goo and its 75% physical resistance: you'll need to either save a lot of mana for this battle, or bring a lot of resistance erosion to it. If it's not him it'll be Frank the Zombie, who has high stats and is immune to poison. For pure caster builds it's The Iron Man with his 75% magic resistance.&lt;br /&gt;
&lt;br /&gt;
{{boon|Tribute}} and {{boon|Tikki's Edge}} - Level up fast with catapult tricks. Worship {{g|Tikki Tooki}} in the clean up phase to get poison, then convert to {{g|Mystera Annur}} for the Arena. Use poison to kill all of the bosses without special strategies and follow directions for the ones that do. Convert to the {{g|Glowing Guardian}} or {{g|Dracul}} for extra HP and/or mana after you run out of potions.&lt;br /&gt;
&lt;br /&gt;
{{OrRo}}/{{g|Glowing Guardian}} - Prepare Glowing Guardian, attack bonus increasers, Patches, and an item that either provides high attack bonus or high conversion rate. Buy and convert all possible items you won't use later (using bonus potions to get an early level catapult), use {{boon|Absolution}} ~5 times for some bonus HP. The objective is to get base damage to achievement levels (150+); this makes poisonless regen-fighting a doable strategy.&lt;br /&gt;
&lt;br /&gt;
{{c|Half-Dragon}} - After enough item conversions, the half-dragon can do even more damage per strike than an orc rogue, without HP difficulties, and easily kills bosses with physical or magic resistance. Hit the bosses into each other, or into other enemies; try to hit low damage bosses into high-damage ones to get a head start. Prep the Dragon Shield and do anything that raises resists or base damage, and convert everything you don't need. Prep Binlor (for piety farming, knockback bonus and a bit of magic resist), Dracul (for {{boon|Blood Shield}} mostly, though all of his boons will do you a bit of good), or {{g|Taurog}} (for resists and piety farming); if you don't worship {{g|Dracul}} switch to him in the arena for {{boon|Blood Shield}}.&lt;br /&gt;
&lt;br /&gt;
{{c|Gorgon}} - You have to beat the level 3 times to unlock the gorgon, but her incredible ability at regen-fighting makes her extremely suited to beating it again. Worship Binlor while leveling up to farm piety and magic resist, and switch to Dracul in the arena for even more resists.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable {{c|Gorgon}} monster class. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Serpent_Entrance.png&amp;diff=54675</id>
		<title>File:Serpent Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Serpent_Entrance.png&amp;diff=54675"/>
				<updated>2016-05-31T18:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Penance_Entrance.png&amp;diff=54673</id>
		<title>File:Penance Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Penance_Entrance.png&amp;diff=54673"/>
				<updated>2016-05-31T18:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=54672</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=54672"/>
				<updated>2016-05-31T18:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, Northern Desert, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmuter_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Pepper the Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Spoon Garden.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Spoon garden]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 different plants, each of them drop {{i|Spoon}} (+1 base damage, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lernutrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. This doesn't give piety with Binlor. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Saint Solitude.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with 100 tiles non accesible Blackspace. Contains a Monk who sells a {{s|LEMMISI}} glyph for 25g. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Popcorn Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Popcorn&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Penance_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Penance&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=54670</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=54670"/>
				<updated>2016-05-31T18:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, Northern Desert, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmuter_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Pepper the Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Spoon Garden.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Spoon garden]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 different plants, each of them drop {{i|Spoon}} (+1 base damage, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lernutrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. This doesn't give piety with Binlor. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Saint Solitude.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with 100 tiles non accesible Blackspace. Contains a Monk who sells a {{s|LEMMISI}} glyph for 25g. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Popcorn Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Popcorn&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Races&amp;diff=54621</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Races&amp;diff=54621"/>
				<updated>2016-05-28T18:31:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Your race determines the bonus you get for converting items. Making the most of this bonus makes a huge difference. Veteran players will often consider Race to be more important than Class or Religion when building a Desktop Dungeons character. Learning what - and when - to convert is also very important.&lt;br /&gt;
&lt;br /&gt;
There are two types of Races: regular races and monster races. Regular characters are created by picking a combination of a class and a race; Monster characters on the other hand do not get to pick a class, and have both their class and race abilities determined by the Monster Class they pick.&lt;br /&gt;
&lt;br /&gt;
== Regular Races ==&lt;br /&gt;
&lt;br /&gt;
There are seven playable regular races, each of which can convert [[Items]] and [[Glyphs]] into a different permanent bonus.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse;text-align:Left&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#EEEEEE;text-align:center&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Points&lt;br /&gt;
!Conversion&lt;br /&gt;
{{:Human|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Elf|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Dwarf|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Halfling|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Gnome|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Orc|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Goblin|tpl=RaceSummaryRow}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on.&lt;br /&gt;
&lt;br /&gt;
== Monster Races ==&lt;br /&gt;
&lt;br /&gt;
There are five playable Monster races. They function both as a class and a race; they determine class perks as well as conversions bonuses.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse;text-align:Left&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#EEEEEE;text-align:center&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Points&lt;br /&gt;
!Conversion&lt;br /&gt;
{{:Half-Dragon|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Vampire|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Gorgon|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Rat Monarch|tpl=RaceSummaryRow}}&lt;br /&gt;
{{:Goatperson|tpl=RaceSummaryRow}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amount of conversion points ==&lt;br /&gt;
In a regular dungeon, there usually are :&lt;br /&gt;
* 5 glyphs (100 pts each),&lt;br /&gt;
* 6 potions (10 pts each),&lt;br /&gt;
* 4-8 shops (on average 30 pts each ?) (number of shops depends on the level of your [[Bazaar]])&lt;br /&gt;
* and one potion shop (10 pts). &lt;br /&gt;
Add to this what you bring with you (lets say, between 20 and 150 conversion points). So, if you were to convert everything, you would get between 710 and 1000 points.&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Fighter&amp;diff=54613</id>
		<title>Talk:Fighter</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Fighter&amp;diff=54613"/>
				<updated>2016-05-26T20:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Right, so, I kinda decided to let the Thief ferment a bit and draw any gasps and PMs and stuff and moved over to this guy.&lt;br /&gt;
&lt;br /&gt;
I purposefully wrote him like this because It's my firm belief that getting confused by the Fighter in many ways is what discourages folks from the game and misleads them in various ways. A bunch of us vets took forever to work him out, me included, and I thought if anyone ever goes looking a class up Fighter's highly likely gonna be the class.&lt;br /&gt;
&lt;br /&gt;
And once you figure out the fighter you're off to the races, so it looks the way it looks currently, and I hope it can stay that way (or similar enough to it). It answers a million questions folks always keep asking and also a few noone ever asks because they all make a wrong assumption about it. And I tink I stayed well within the borders of good taste. I don't mean to poke or prod anyone at all, the Fighter confusing people was and is a huge issue with the game (one of the few actual issues with it) and this sort of thing might help with that.&lt;br /&gt;
&lt;br /&gt;
It's the only class I mean to go this wordy on, because it's the one that confuses people the most and the point of having a fighter page on the wiki at all isn't just to teach folks &amp;quot;to even fighter&amp;quot;, but to dispell the results of compromises that had to be made with him being an introductory class and all that jazz.&lt;br /&gt;
&lt;br /&gt;
Again, please, if you have admin capability please PM me rather than start a public ruckus about things, I can be quite reasonable if I'm not panicking, and I'm trying to help folks out here. If any wiki page can use a bit of levity, humor and self-depreciation it's the Fighter one - Lujo&lt;br /&gt;
&lt;br /&gt;
The actual page, below is a work in progress, ofc, feel free to comment. In paricular about suggested gods for the Gnome and Elf fighters, respectivelly. I played them a long time ago, the PQI fed me other guys on the last playthrough. - Lujo&lt;br /&gt;
&lt;br /&gt;
PQI only gives Elf and Orc Fighters, so no Gnomes that way. Fighter is a fairly non-intrusive class, it's best to just pick an altar that goes well with your race. I normally play Gnome Fighters with Mystera (JJ can also work). I normally play Elf Fighters with Earthmother or Mystera (or just see what comes along, Elf Fighter can cope with anything including GG, JJ, Binlor, even Taurog). [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:01, 26 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=54340</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=54340"/>
				<updated>2016-05-11T14:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Exotic Monsters and Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the [[Tower of Gaan-Telet]], and is unlocked by completing the [[#Oh, Horatio!|Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Talet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Talet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters (as well as some special monsters, see below). Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet.&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical restances of 50%, and Berserks at 50%.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of Slayer Wand, IMAWAL or the Glowing Guardan's Absolution boon.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarves}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through Humility (and is often worth converting through just for that one boon); though he also offers Cleansing and Protection, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much Piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for Humility; then ending up in Dracul for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
An honorable mentions is {{g|Binlor Ironshield}}, who can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation. Some specific builds may benefit from one of the other two boosters, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, given how money can buy at least more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight. Keep in mind though that different characters may also find some other glyphs useful. Builds relying heavily on Knockback would benefit from keeping {{s|WEYTWUT}}; builds that require lots of blackspace could access a few extra tiles with {{s|LEMMISI}}; etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MainNav&amp;diff=54036</id>
		<title>Template:MainNav</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MainNav&amp;diff=54036"/>
				<updated>2016-05-01T07:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: Changed Other to Alchemist (basic monster classes are housed there)&lt;/p&gt;
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--&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;font-size:110%&amp;quot;&amp;gt;Desktop Dungeons&amp;lt;/div&amp;gt;&lt;br /&gt;
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! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| General Concepts:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:100%;text-align:center;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
[[New Players Guide]] '''·''' [[Strategy]] '''·''' [[Unlocking content]] '''·''' [[Quest]]s '''·''' [[Traits]] '''·''' [[Mana]] '''·''' [[Level|Leveling]] '''·''' [[Items]] '''·''' [[Scoring]] '''·''' [[Class Challenges]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Classes]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
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{|style=&amp;quot;background:transparent;width:100%;text-align:left&amp;quot;&lt;br /&gt;
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! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|{{b|Guild||Guild}}&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|{{b|Thief Den||Thief Den}}&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|{{b|Church||Church}}&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|[[Mage Tower]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Tier 1&lt;br /&gt;
|{{c|Fighter}}||{{c|Thief}}||{{c|Priest}}||{{c|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Tier 2&lt;br /&gt;
|{{c|Berserker}}||{{c|Rogue}}||{{c|Monk}}||{{c|Sorcerer}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Tier 3&lt;br /&gt;
|{{c|Warlord}}||{{c|Assassin}}||{{c|Paladin}}||{{c|Bloodmage}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#EEF;text-align:center&amp;quot;|[[Explorers' Guild]]&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Tutorial&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Special&lt;br /&gt;
|{{c|Crusader}}||{{c|Transmuter}}||{{c|Tinker}}||{{c|Guard}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|[[Audit Zeppelin]]&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|[[Goat Glade]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#EEF;text-align:center&amp;quot;|[[Alchemist]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Monster Classes&lt;br /&gt;
|{{c|Chemist}}||{{c|Goatperson}}||{{c|Gorgon}}||{{c|Half-Dragon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Rat Monarch}}||||{{c|Vampire}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Races]]:&lt;br /&gt;
|style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25em&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
{{ibox|HumanHero.png|Human}}&amp;amp;nbsp;'''·''' {{ibox|ElfHero.png|Elf}}&amp;amp;nbsp;'''·''' {{ibox|DwarfHero.png|Dwarf}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{ibox|HalflingHero.png|Halfling}}&amp;amp;nbsp;'''·''' {{ibox|GnomeHero.png|Gnome}}&amp;amp;nbsp;'''·''' {{ibox|OrcHero.png|Orc}}&amp;amp;nbsp;'''·''' {{ibox|GoblinHero.png|Goblin}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Gods]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25em;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
{{g|The Pactmaker}}&amp;amp;nbsp;'''·''' {{g|Binlor Ironshield}}&amp;amp;nbsp;'''·''' {{g|Dracul}}&amp;amp;nbsp;'''·''' {{g|The Earthmother}}&amp;amp;nbsp;'''·''' {{g|Glowing Guardian}}&amp;amp;nbsp;'''·''' {{g|Jehora Jeheyu}}&amp;amp;nbsp;'''·''' {{g|Mystera Annur}}&amp;amp;nbsp;'''·''' {{g|Taurog}}&amp;amp;nbsp;&amp;amp;nbsp;'''·''' {{g|Tikki Tooki}}&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Monsters]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;background:transparent;width:100%;text-align:left&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Common&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Advanced&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Special&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Plants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{m|Bandit}}&amp;amp;nbsp;'''·''' {{m|Dragon Spawn}}&amp;amp;nbsp;'''·''' {{m|Goat}}&amp;amp;nbsp;'''·''' {{m|Goblin}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Golem }}&amp;amp;nbsp;'''·''' {{m|Goo Blob}}&amp;amp;nbsp;'''·''' {{MM|Gorgon}}&amp;amp;nbsp;'''·''' {{m|Meat Man}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Serpent}}&amp;amp;nbsp;'''·''' {{m|Warlock}}&amp;amp;nbsp;'''·''' {{m|Wraith}}&amp;amp;nbsp;'''·''' {{m|Zombie}}&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
{{m|Acid Blob}}&amp;amp;nbsp;'''·''' {{m|Animated Armour}}&amp;amp;nbsp;'''·''' {{m|Berserker}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Burn Viper}}&amp;amp;nbsp;'''·''' {{m|Cave Snake}}&amp;amp;nbsp;'''·''' {{m|Changeling}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Cultist}}&amp;amp;nbsp;'''·''' {{m|Desert Troll}}&amp;amp;nbsp;'''·''' {{m|Djinn}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Doom Armour}}&amp;amp;nbsp;'''·''' {{m|Druid}}&amp;amp;nbsp;'''·''' {{m|Forest Troll}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Frozen Troll}}&amp;amp;nbsp;'''·''' {{m|Gelatinous Thing}}&amp;amp;nbsp;'''·''' {{m|Illusion}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Imp}}&amp;amp;nbsp;'''·''' {{m|Minotaur}}&amp;amp;nbsp;'''·''' {{m|Muck Walker}}&amp;amp;nbsp;'''·''' {{m|Naga}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Rock Troll}}&amp;amp;nbsp;'''·''' {{m|Rusalka}}&amp;amp;nbsp;'''·''' {{m|Shade}}&amp;amp;nbsp;'''·''' {{m|Slime Blob}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Steel Golem}}&amp;amp;nbsp;'''·''' {{m|Succubus}}&amp;amp;nbsp;'''·''' {{m|Thrall}}&amp;amp;nbsp;'''·''' {{m|Tokoloshe}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Vampire}}&amp;amp;nbsp; &lt;br /&gt;
|&lt;br /&gt;
{{m|Bilious Corpse}}&amp;amp;nbsp;'''·''' {{m|Bloo Goo}}&amp;amp;nbsp;'''·''' {{m|Blood Snake}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Dancing Blade}}&amp;amp;nbsp;'''·''' {{m|Frigid Corpse}}&amp;amp;nbsp;'''·''' {{m|Goblin Miner}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Golden Statue}}&amp;amp;nbsp;'''·''' {{m|Heretic}}&amp;amp;nbsp;'''·''' {{m|Mystery Meat}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Ratling}}&amp;amp;nbsp;'''·''' {{m|Trapped Chest}}&amp;amp;nbsp;'''·''' {{m|Revenant}} &lt;br /&gt;
|&lt;br /&gt;
{{m|Plant}}&amp;amp;nbsp;'''·''' {{m|Barbing Bush}}&amp;amp;nbsp;'''·''' {{m|Corrosive Creeper}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{m|Erosive Eelroot}}&amp;amp;nbsp;'''·''' {{m|Mysterious Murkshade}}&amp;amp;nbsp;'''·''' {{m|Poisonous Pod}}&amp;amp;nbsp; &lt;br /&gt;
|}&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;plainlinks navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Dungeons]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25em;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;background:transparent;width:100%;text-align:left&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Easy/Normal&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Hard&lt;br /&gt;
! style=&amp;quot;background:#EEF;text-align:center&amp;quot;|Vicious&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hobbler's Hold}}&amp;amp;nbsp;(Easy)&amp;amp;nbsp;'''·''' {{d|Venture Cave}}&amp;amp;nbsp;'''·''' {{d|Den of Danger}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Eastern Tundra}}&amp;amp;nbsp;'''·''' {{d|Northern Desert}}&amp;amp;nbsp;'''·''' {{d|Southern Swamp}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Western Jungle}}&amp;amp;nbsp; &lt;br /&gt;
|&lt;br /&gt;
{{d|Berserker Camp}}&amp;amp;nbsp;'''·''' {{d|Creeplight Ruins}}&amp;amp;nbsp;'''·''' {{d|Cursed Oasis}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Doubledoom}}&amp;amp;nbsp;'''·''' {{d|Grimm's Grotto}}&amp;amp;nbsp;'''·''' {{d|Halls of Steel}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Havendale Bridge}}&amp;amp;nbsp;'''·''' {{d|Hexx Ruins}}&amp;amp;nbsp;'''·''' {{d|Ick Swamp}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Magma Mines}}&amp;amp;nbsp;'''·''' {{d|Rock Garden}}&amp;amp;nbsp;'''·''' {{d|Shifting Passages}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|The Labyrinth}}&amp;amp;nbsp;'''·''' {{d|The Slime Pit}}&amp;amp;nbsp;'''·''' {{d|Tower of Gaan-Telet}}&amp;amp;nbsp; &lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Steel}}&amp;amp;nbsp;'''·''' {{d|Demonic Library}}&amp;amp;nbsp;'''·''' {{d|Namtar's Lair}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{d|Naga City}}&amp;amp;nbsp;'''·''' {{d|Dragon Isles}}&amp;amp;nbsp;'''·''' {{d|Vicious Gaan-Telet}}&amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
|Also see: '''''[[Subdungeons]]'''''&lt;br /&gt;
|}&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Buildings]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25em&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
[[Settlements]] '''·'''&lt;br /&gt;
{{b|Guild||Guild}}&amp;amp;nbsp;'''·''' {{b|Thief Den||Thief Den}}&amp;amp;nbsp;'''·''' {{b|Church||Church}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
[[Mage Tower]] '''·'''&lt;br /&gt;
[[Bank]] '''·'''&lt;br /&gt;
[[Blacksmith]] '''·'''&lt;br /&gt;
[[Bazaar]] '''·'''&lt;br /&gt;
[[Witch]] '''·'''&lt;br /&gt;
[[Tavern]] '''·'''&lt;br /&gt;
[[Taxidermist]] '''·'''&lt;br /&gt;
[[Explorers' Guild]] '''·'''&lt;br /&gt;
[[Alchemist]] '''·'''&lt;br /&gt;
[[Goat Glade]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Glyphs]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0.25em;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
{{s|APHEELSIK}}&amp;amp;nbsp;'''·''' {{s|BLUDTUPOWA}}&amp;amp;nbsp; '''·''' {{s|BURNDAYRAZ}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{s|BYSSEPS}}&amp;amp;nbsp;'''·''' {{s|CYDSTEPP}}&amp;amp;nbsp;'''·''' {{s|ENDISWAL}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{s|GETINDARE}}&amp;amp;nbsp;'''·''' {{s|HALPMEH}}&amp;amp;nbsp;'''·''' {{s|IMAWAL}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{s|LEMMISI}}&amp;amp;nbsp;'''·''' {{s|PISORF}}&amp;amp;nbsp;'''·''' {{s|WEYTWUT}}&amp;amp;nbsp;'''·''' &lt;br /&gt;
{{s|WONAFYT}}&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52486</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52486"/>
				<updated>2016-03-08T21:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, Northern Desert, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmuter_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lernutrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Popcorn Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Popcorn&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Popcorn_Entrance.PNG&amp;diff=52485</id>
		<title>File:Popcorn Entrance.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Popcorn_Entrance.PNG&amp;diff=52485"/>
				<updated>2016-03-08T21:10:06Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52382</id>
		<title>D.E.R.P.</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52382"/>
				<updated>2016-02-21T15:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: fixed D.E.R.P. name and added link to streakbuilding page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DERP_Selection.png|right|600px]]&lt;br /&gt;
The '''Daily Expeditition Re-enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.&lt;br /&gt;
&lt;br /&gt;
You may also want to take a look at the related new [[D.E.R.P. Streakbuilding]] page.&lt;br /&gt;
&lt;br /&gt;
== Accessing the D.E.R.P. ==&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. Overview ==&lt;br /&gt;
&lt;br /&gt;
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC).  The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.&lt;br /&gt;
&lt;br /&gt;
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random.  This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server.  If you read about someone else's run, your run will have the same gods, monsters, etc.  The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present).  A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. resets at Midnight GMT.  Any ongoing attempts that have not yet completed at this time are counted as losses.&lt;br /&gt;
&lt;br /&gt;
== Preparation Effects unique to D.E.R.P.==&lt;br /&gt;
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:&lt;br /&gt;
&lt;br /&gt;
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. &lt;br /&gt;
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.&amp;lt;br&amp;gt;&lt;br /&gt;
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparations that impact the shop item pool (namely, Quest/Elite Items, Shop Scroll, as well as any individual shop items prepared) can make the items available significantly different to different players, even though the same random seed is used for all runs. For more information on this check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Challenges ==&lt;br /&gt;
&lt;br /&gt;
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon.  Here are some common exploits:&lt;br /&gt;
&lt;br /&gt;
* Fastest Time&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Experience&amp;lt;br&amp;gt;&lt;br /&gt;
* Least Experience (it's harder than it sounds...)&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Damage Dealt&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Piety&amp;lt;br&amp;gt;&lt;br /&gt;
* No Preparations&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category.  Sometimes players do unique things that don't appear on the score-screen.  If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&amp;amp;t=3253 share it with the Desktop Dungeons community?]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the &amp;quot;safe&amp;quot; options when playing.  Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts.  &lt;br /&gt;
&lt;br /&gt;
=== Infamous Classes ===&lt;br /&gt;
&lt;br /&gt;
The preparations system for D.E.R.P. is extremely double-edged.  While you might get multiple Elite items or rare gems like {{i|Dragon Heart}}, the choice of preparations lacks reliability.  For example, the {{c|Rat Monarch}}'s crucial {{i|Bear Mace}} is highly unlikely to spawn as a prep, and the only other possible source is a subdungeon.  {{c|Monk}} can't depend on having {{i|Martyr Wraps}}, etc.  Practicing some Purist runs would serve a D.E.R.P. player well.&lt;br /&gt;
&lt;br /&gt;
If you're looking to maintain a win streak, practice some of the trickier classes.  You can also cancel out of a D.E.R.P. on the preparation select page and return later, allowing some time for practice runs.&lt;br /&gt;
&lt;br /&gt;
{{c|Goatperson}} - No goat is ever safe!  Pick as many early-game preps as possible, and thank your lucky stars if you get to start out with {{i|Amulet of Yendor}}.  Kill popcorn early and often for food, and leave a glyph or three on the ground for CP.  Pay attention to god rotations and avoid punishments.&lt;br /&gt;
&lt;br /&gt;
{{c|Rat Monarch}} - Practice this class without {{i|Bear Mace}}.  Be ready to use gods to the fullest.&lt;br /&gt;
&lt;br /&gt;
{{c|Chemist}} - Aside from being one of the newest classes, Health Form and Mana Form are devilishly tricky and turn end-game planning on its head.  Be on the lookout for gods with refills; if there are none, you will want to achieve the highest XP level manageable with a level-up heal and some blackspace left over.  Always remember that potions are largely expendable.&lt;br /&gt;
&lt;br /&gt;
{{c|Vampire}} - Another sophisticated class.  He depends greatly on blood cows and defensive stats.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
'''Altars'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]].  While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back.  On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety.  On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible.  The Earthmother's Entanglement and Clearance boons are particularly helpful.&amp;lt;br&amp;gt;&lt;br /&gt;
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Taurog}} is a risky deity to worship full-time, since maps with a random boss have a chance to be physically resistant.  On the other hand, he's always a safe piety farm, and Taurog's Sword can easily jump start a run if desired. Additional boons should wait for knowledge of all bosses to be safe, though, as the inventory slot and max MP losses will double-nerf your casting potential.  The mean time is also great for clearing out Magic and Mana Burn enemies before joining Mystera or Undead before joining Dracul. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Items'''&amp;lt;br&amp;gt;&lt;br /&gt;
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks').  It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Other Preparations'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.&amp;lt;br&amp;gt;&lt;br /&gt;
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.&amp;lt;br&amp;gt;&lt;br /&gt;
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable&lt;br /&gt;
&lt;br /&gt;
=== Fastest Time ===&lt;br /&gt;
&lt;br /&gt;
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.&lt;br /&gt;
&lt;br /&gt;
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss.  As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.&lt;br /&gt;
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early.  While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.&lt;br /&gt;
* Be the proverbial tortoise, not the hare.  If you click too quickly you're just likely to misclick and die.  It's far more important to keep a steady pace and never stop. &lt;br /&gt;
* Always think and plan ahead.  If you know what you're going to do, you won't waste time planning down the road.&lt;br /&gt;
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.&lt;br /&gt;
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss.  Exploring the map swiftly is very important in these cases.&lt;br /&gt;
* Knowing exactly when to begin the boss battle can be very tricky.  If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.&lt;br /&gt;
&lt;br /&gt;
=== Most Experience ===&lt;br /&gt;
&lt;br /&gt;
One of the most common challenges, Most Experience has a very different playstyle than fastest time.  Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience.  As a result, fast times usually perform poorly in the experience category and vice-versa.  If you are pursuing one of these, you should decide which one before you begin the dungeon run.&lt;br /&gt;
&lt;br /&gt;
* Earning bonus experience and finishing every monster in the dungeon are obviously important.  Take your time to ramp up sensibly and find the ideal enemies.&lt;br /&gt;
* Obviously you want to kill every monster in the dungeon, if possible.&lt;br /&gt;
* Deity choice can be paramount to raising your experience earnings.  The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience.  Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience.  GG is best early and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Jehora Jeheyu}} offers the chaos avatar boon which increases your level by one.  Interestingly, if you are level 9 or below this does not count as experience earned, but if you're level 10 when you activate it then the bonus ''does'' count as experience earned.  This makes Jehora a very powerful capstone for for most experience if you can manage it! &lt;br /&gt;
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain&lt;br /&gt;
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.&lt;br /&gt;
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you.  While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.&lt;br /&gt;
&lt;br /&gt;
=== Most Damage ===&lt;br /&gt;
&lt;br /&gt;
The third column, damage, has the fewest number of competitors.  However, there are still a few who compete in this category and produce impressive scores.&lt;br /&gt;
&lt;br /&gt;
* Try to level up while exploring as little as possible.  You need as much healing as possible, so conserve blackspace.&lt;br /&gt;
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal.  Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal.  A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Least Experience ===&lt;br /&gt;
&lt;br /&gt;
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive).  However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get.  Least experience requires absolute minimalism, taking down the boss at a low level.  Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously.  Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters.   &lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them.  Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned.  This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.&lt;br /&gt;
&lt;br /&gt;
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience.  This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical &amp;quot;best&amp;quot; possible score.  Below is a description of how to get the lowest possible experience in order to compete.  The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon.  The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.&lt;br /&gt;
&lt;br /&gt;
==== One Boss ====&lt;br /&gt;
&lt;br /&gt;
This is the simplest case.  You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss.  If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience.  If neither are available this results in a minimum value of 69.  If only one is available you will end with 57 experience.  If both are available you will end with 47 experience.&lt;br /&gt;
&lt;br /&gt;
This approach is the same for the Fighter, but with slightly different values due to his different progression tables.  You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss.  As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.&lt;br /&gt;
&lt;br /&gt;
==== Two Bosses ====&lt;br /&gt;
&lt;br /&gt;
In this case, your approach differs slightly based on the deity availability.  &lt;br /&gt;
&lt;br /&gt;
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99.  You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss.  This earns you 42 experience for a total of 72, making you 5th level.  Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.&lt;br /&gt;
&lt;br /&gt;
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86.  Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level.  Slaying the boss will grant you 32 experience, raising you to 6th level with change.  Then kill the second boss for 24 experience.&lt;br /&gt;
&lt;br /&gt;
If both deities are present, then the lowest possible experience is 71.  Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level.  Slaying the boss will grant you 42 experience, taking you to 6th level, then slaying the second boss awards 24 experience.&lt;br /&gt;
&lt;br /&gt;
The approach with the Fighter is very similar regardless of which deities are available.  Gain 13 experience to reach 3rd level.  Activate any boons available to increase your level prior to fighting the first boss.  Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss.  If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.&lt;br /&gt;
&lt;br /&gt;
==== Three Bosses ====&lt;br /&gt;
&lt;br /&gt;
If neither JJ nor Dracul are available, then the lowest possible experience is 123.  This works almost identically to the 2-boss scenario.  Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.&lt;br /&gt;
&lt;br /&gt;
== Infamous D.E.R.P.'s ==&lt;br /&gt;
&lt;br /&gt;
Every D.E.R.P. to date has been winnable, with at least some players winning.  However, a few have been notorious for their high difficulty or deadly traps.&lt;br /&gt;
&lt;br /&gt;
'''March 14th 2015 - Half-Dragon in Magma Mines'''&lt;br /&gt;
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon.  His regular attack deals magic damage, and his only way to deal physical damage is with knockback.  Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow!  While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.&lt;br /&gt;
&lt;br /&gt;
'''May 14th 2015 - Rat Monarch in Shifting Passages'''&lt;br /&gt;
The second highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon.  The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against.  Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.&lt;br /&gt;
&lt;br /&gt;
'''September 3rd 2015 - Goatperson in Rock Garden'''&lt;br /&gt;
The highest mortality rate of any D.E.R.P. to date, only 7 players won this difficult dungeon. There were very few monsters close to the entrance, however each corridor was blocked by plants. Initial piety generation was very difficult. Since Earthmother was one of the (non-replacable) altars, most players had to endure at least one of her punishments for clearing one of the corridors; players who did not prep the Wicked Guitar had to endure another. Most players simply starved to death on this one. Those few players who have won this DERP are believed to have read the spoilers posted on the qcfdesign forums.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P._Streakbuilding&amp;diff=52381</id>
		<title>D.E.R.P. Streakbuilding</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P._Streakbuilding&amp;diff=52381"/>
				<updated>2016-02-21T15:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: Created page with &amp;quot;This page details some good advice to improve your chances of building a nice D.E.R.P. win streak. While it is primarily intended to be used as a sub-page of the D.E.R.P....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page details some good advice to improve your chances of building a nice D.E.R.P. win streak. While it is primarily intended to be used as a sub-page of the [[D.E.R.P.]] page, it contains general advice that can be also useful outside of the D.E.R.P.s.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. Scoring ==&lt;br /&gt;
&lt;br /&gt;
As the main sorting metrics of the D.E.R.P. overall leaderboard are based on &amp;quot;streaks&amp;quot;, i.e. number of days of consecutive D.E.R.P. wins, a lot of players strive to build a continuous winstreak. This can seem like a daunting undertaking at first, however dedicated (and lucky) players can reach as high as 100+ consecutive wins. Due to the randomness, some daily challenges are significantly more difficult than others; however, there are a lot of things each player can do to improve their chances of winning reliably.&lt;br /&gt;
&lt;br /&gt;
The Leaderboard displays the following three metrics for each player:&lt;br /&gt;
* Current win streak&lt;br /&gt;
* Best win streak&lt;br /&gt;
* Total wins&lt;br /&gt;
&lt;br /&gt;
In addition to these metrics, the Audit Zeppelin displays two more metrics (which are not visible to other players):&lt;br /&gt;
* Total Tries&lt;br /&gt;
* Win Ratio&lt;br /&gt;
&lt;br /&gt;
Note on scoring:&lt;br /&gt;
*If you win a D.E.R.P., your current win streak will increase by 1, your total wins and total tries will each increase by 1, and your win ratio will be recalculated. If you Current win streak surpasses your previous Best win streak, the latter will also increase. Note that killing all bosses and then retiring/dying/surrendering also counts as a win for leaderboard purposes (though you will not gain gold from the run).&lt;br /&gt;
*If you lose a D.E.R.P., your current win streak will re-set to zero, your total wins not increase, however your total tries will increase (and your win ratio will be recalculated). Note that when the day closes, any runs not reported complete (for example due to server connectivity or computer-crashing reasons) will be tallied as losses.&lt;br /&gt;
*If you do not play in a given D.E.R.P., your win streak will reset to zero just as if you had lost that particular daily; however, your Total Tries and Total Wins will not change, and neither will your Win Ratio.&lt;br /&gt;
&lt;br /&gt;
== Main Loss Causes ==&lt;br /&gt;
&lt;br /&gt;
There are many threats looking to end an unsuspecting adventurer's winstreak in the unforgiving world of Desktop Dungeons. Some of the most common causes:&lt;br /&gt;
1. Getting trapped behind walls/tough enemies&lt;br /&gt;
2. Running out of resources / not being able to tank a hit from the boss&lt;br /&gt;
3. Misclicking&lt;br /&gt;
4. Brainfreeze&lt;br /&gt;
5. Running out of food (Goatperson)&lt;br /&gt;
&lt;br /&gt;
Below follow some ideas on how to avoid each of the main loss types. Sometimes a certain preparation or strategy will be optimal to avoid one type of loss but may increase the likelihood of another; if your losses seem to belong to more or less the same group, it might make sense to prioritize the countermeasures against that loss type over the others.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding getting trapped ===&lt;br /&gt;
&lt;br /&gt;
Typical examples of getting trapped:&lt;br /&gt;
* Clogged starting area (some maps are more prone to this than others; Grimm's Grotto and Halls of Steel are almost always starting clogged, for example).&lt;br /&gt;
* Walls formed by Gorgon / IMAWAL&lt;br /&gt;
* Treacherous maps like Shifting Passages wall formations, Labyrinth's Rex&lt;br /&gt;
* The Earthmother's Plants blocking a path or covering a trophy or stair&lt;br /&gt;
&lt;br /&gt;
To reduce risk of getting trapped:&lt;br /&gt;
* Use/keep lyphs that can open up ways, or allow you to tap into unaccessible blackspace, like: ENDISWAL, PISORF, WEYTWUT; LEMMISI, BLUDTUPOWA; and to a certain degree, WONAFYT.&lt;br /&gt;
* Consider taking the &amp;quot;Extra Glyph&amp;quot; preparation to increase the odds of finding more of these glyphs (and avoid &amp;quot;Fewer Glyphs&amp;quot; for the same reason).&lt;br /&gt;
* Deities that offer some of these glyphs - JJ, Binlor - are usually (but not always) safe preparations in a Daily.&lt;br /&gt;
* Glowing Guardian's &amp;quot;Absolution&amp;quot; boon is a non-intuitive but nevertheless effective way to remove some of the low-level monsters that can block paths&lt;br /&gt;
* Avoid using IMAWAL unless you also have ENDISWAL (or are absolutely, completely sure what you're doing).&lt;br /&gt;
* Likewise, avoid The Earthmother. She is an awesome all-purpose deity, but she does tend to clog the map. Again, she can be used completely safely, but it takes a lot of skill, so unless you want to keep a notepad ready for counting how many plants are &amp;quot;out there&amp;quot;, just ignore her if you can.&lt;br /&gt;
* Familiarize yourself with the workings of the tricky maps that can trap you: most notably Shifting Passages and The Labyrinth; but getting over-cursed in Cursed Oasis can also spell doom. Also, some maps are more clogged than others (for example Ick Swamp).&lt;br /&gt;
* Avoid prepping Patches. He can teleport your into completely sealed-off areas. If none of the alternatives are meaningful, either leave the slot open, or prep Patches and convert him immediately upon starting.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Running out of Resources ===&lt;br /&gt;
&lt;br /&gt;
Typically, maps will have an assortment of different monsters, and random layout, which will mean that for a given character, each map may be more or less difficult, depending on which monsters are dominant (and readily accessible). Also, sometimes the boss is just very difficult to handle with the available glyphs/items for the character. Usually, there are ways to defeat every boss, but there were already a few examples of Daily runs where not picking the right preparations made a loss inevitable. Still, there are things you can do to pick the right preps, and to make the most of the available resources, improving the chances of a win.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of running out of resources:&lt;br /&gt;
* Make sure you're &amp;quot;in shape&amp;quot;. Skill with Desktop Dungeons is partly academic, but partly just being in practice. If you just play one Daily per day, you're going to experience a bit of skill decay, and you'll be more prone to losing some of the trickier runs. On the other hand, if you regularly play Vicious runs, you'll have a good chance at winning most Dailies (remember, due to the RNG, some Normal/Hard Dailies are actually harder to win than some average Vicious runs!). Rule of thumb: play one extra game each day on top of the Daily (ideally, Vicious and/or VT). Also, look for opportunities to play &amp;quot;outside of your comfort zone&amp;quot;. For example, play Purist, with unsynergistic builds, to learn to cope with such situations.&lt;br /&gt;
* Check to see if there are any spoilers on the qcfdesign forums before playing to see if there's anything specific to the map. The boss, the layout, the high-level monsters may need you to adjust your strategy. This is especially useful for Goat runs, or to a lesser degree to Gorgons/Vampires/Chemists/Rats.&lt;br /&gt;
* Make sure you have some experience playing non-standard combinations. Like, Rats with Bear Mace are proven awesome, but in most Rat dailies until today, there wasn't any knockback. So knowing how to win reliably without KB is very useful.&lt;br /&gt;
* Also make sure you're familiar with the easy-to-craft combos. A Mystera Gnome, for example, is almost always enough to win.&lt;br /&gt;
* Try not to commit yourself to a specialist strategy before uncovering the boss(es). Joining JJ, for example, is almost always a good starting move; however, don't join Taurog unless you know what you're up against. Also, don't convert glyphs that can come in handy against specific bosses. You may feel that your Orc Berserker of Dracul is nigh unstoppable, but finding a late Bleaty may make your wish you had joined Mystera (or Tikki Tooki, or Taurog, etc.) instead. Binlor, Mystera and JJ are almost always good starting deities, but the others may or may not be good options depending on the specifics of the map.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding mis-clicks ===&lt;br /&gt;
&lt;br /&gt;
Most players will say that the most disappointing loss is the mis-click. You may have the perfect strategy, but if you accidentally click a Barbing Bush, for example, you're dead.&lt;br /&gt;
&lt;br /&gt;
To reduce the number of misclicks:&lt;br /&gt;
* Turn off the Radial Menu;&lt;br /&gt;
* Switch to right-button attack;&lt;br /&gt;
* Play slower to reduce twitching;&lt;br /&gt;
* Look for ways to get Death Protection. CYDSTEPP is a keeper; Namtar's Ward is an auto-prep; Badge of Honour is an auto-buy-and-pop.&lt;br /&gt;
* Make sure your mouse works well. You don't need a hyper-sensitive gamer mouse, just a reliable rodent that never interprets a &amp;quot;single click&amp;quot; as a &amp;quot;double click&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding brainfreeze ===&lt;br /&gt;
&lt;br /&gt;
Often a loss is attributable to something silly like forgetting that the Djinn or Jadetooth have Retaliate:Fireball. Or forgetting that Gorgons have Death Gaze *and* First Strike.&lt;br /&gt;
&lt;br /&gt;
To reduce impact of brainfreeze:&lt;br /&gt;
* Pause for a moment before clicking to see if the death warning lights up, and stop to think why if it does;&lt;br /&gt;
* Pay special attention to - or if possible, avoid altogether - game elements that introduce extra drawbacks. For example, slow strike (platemail/really big sword); avatar's codex; patches!!.&lt;br /&gt;
* Try to play safely whenever you're not in top form emotionally or mentally. If you can, avoid interruptions. Stay focused on winning the given map.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding running out of food ===&lt;br /&gt;
&lt;br /&gt;
Goatperson D.E.R.P.s can be much-much harder than any other class (including the other &amp;quot;challenge class&amp;quot;es like Gorgon, Chemist, Rat Monarch, etc.), simply because the Goatperson has very limited exploration available at the start. Some of the nastier Goatperson dailies were outright unwinnable unless you guessed right, which way to start exploring first.&lt;br /&gt;
&lt;br /&gt;
Some tips to die less frequently:&lt;br /&gt;
* Prepare / get items that can get you out of tight spots (Amulet of Yendor, Slaying Wand, Fireball Magnet are all excellent preparations)&lt;br /&gt;
* Read the spoilers if you can.&lt;br /&gt;
* Be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52380</id>
		<title>D.E.R.P.</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52380"/>
				<updated>2016-02-21T14:30:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* D.E.R.P. Overview */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DERP_Selection.png|right|600px]]&lt;br /&gt;
The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.&lt;br /&gt;
&lt;br /&gt;
== Accessing the D.E.R.P. ==&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. Overview ==&lt;br /&gt;
&lt;br /&gt;
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC).  The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.&lt;br /&gt;
&lt;br /&gt;
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random.  This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server.  If you read about someone else's run, your run will have the same gods, monsters, etc.  The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present).  A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. resets at Midnight GMT.  Any ongoing attempts that have not yet completed at this time are counted as losses.&lt;br /&gt;
&lt;br /&gt;
== Preparation Effects unique to D.E.R.P.==&lt;br /&gt;
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:&lt;br /&gt;
&lt;br /&gt;
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. &lt;br /&gt;
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.&amp;lt;br&amp;gt;&lt;br /&gt;
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparations that impact the shop item pool (namely, Quest/Elite Items, Shop Scroll, as well as any individual shop items prepared) can make the items available significantly different to different players, even though the same random seed is used for all runs. For more information on this check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Challenges ==&lt;br /&gt;
&lt;br /&gt;
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon.  Here are some common exploits:&lt;br /&gt;
&lt;br /&gt;
* Fastest Time&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Experience&amp;lt;br&amp;gt;&lt;br /&gt;
* Least Experience (it's harder than it sounds...)&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Damage Dealt&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Piety&amp;lt;br&amp;gt;&lt;br /&gt;
* No Preparations&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category.  Sometimes players do unique things that don't appear on the score-screen.  If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&amp;amp;t=3253 share it with the Desktop Dungeons community?]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the &amp;quot;safe&amp;quot; options when playing.  Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts.  &lt;br /&gt;
&lt;br /&gt;
=== Infamous Classes ===&lt;br /&gt;
&lt;br /&gt;
The preparations system for D.E.R.P. is extremely double-edged.  While you might get multiple Elite items or rare gems like {{i|Dragon Heart}}, the choice of preparations lacks reliability.  For example, the {{c|Rat Monarch}}'s crucial {{i|Bear Mace}} is highly unlikely to spawn as a prep, and the only other possible source is a subdungeon.  {{c|Monk}} can't depend on having {{i|Martyr Wraps}}, etc.  Practicing some Purist runs would serve a D.E.R.P. player well.&lt;br /&gt;
&lt;br /&gt;
If you're looking to maintain a win streak, practice some of the trickier classes.  You can also cancel out of a D.E.R.P. on the preparation select page and return later, allowing some time for practice runs.&lt;br /&gt;
&lt;br /&gt;
{{c|Goatperson}} - No goat is ever safe!  Pick as many early-game preps as possible, and thank your lucky stars if you get to start out with {{i|Amulet of Yendor}}.  Kill popcorn early and often for food, and leave a glyph or three on the ground for CP.  Pay attention to god rotations and avoid punishments.&lt;br /&gt;
&lt;br /&gt;
{{c|Rat Monarch}} - Practice this class without {{i|Bear Mace}}.  Be ready to use gods to the fullest.&lt;br /&gt;
&lt;br /&gt;
{{c|Chemist}} - Aside from being one of the newest classes, Health Form and Mana Form are devilishly tricky and turn end-game planning on its head.  Be on the lookout for gods with refills; if there are none, you will want to achieve the highest XP level manageable with a level-up heal and some blackspace left over.  Always remember that potions are largely expendable.&lt;br /&gt;
&lt;br /&gt;
{{c|Vampire}} - Another sophisticated class.  He depends greatly on blood cows and defensive stats.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
'''Altars'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]].  While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back.  On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety.  On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible.  The Earthmother's Entanglement and Clearance boons are particularly helpful.&amp;lt;br&amp;gt;&lt;br /&gt;
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Taurog}} is a risky deity to worship full-time, since maps with a random boss have a chance to be physically resistant.  On the other hand, he's always a safe piety farm, and Taurog's Sword can easily jump start a run if desired. Additional boons should wait for knowledge of all bosses to be safe, though, as the inventory slot and max MP losses will double-nerf your casting potential.  The mean time is also great for clearing out Magic and Mana Burn enemies before joining Mystera or Undead before joining Dracul. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Items'''&amp;lt;br&amp;gt;&lt;br /&gt;
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks').  It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Other Preparations'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.&amp;lt;br&amp;gt;&lt;br /&gt;
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.&amp;lt;br&amp;gt;&lt;br /&gt;
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable&lt;br /&gt;
&lt;br /&gt;
=== Fastest Time ===&lt;br /&gt;
&lt;br /&gt;
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.&lt;br /&gt;
&lt;br /&gt;
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss.  As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.&lt;br /&gt;
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early.  While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.&lt;br /&gt;
* Be the proverbial tortoise, not the hare.  If you click too quickly you're just likely to misclick and die.  It's far more important to keep a steady pace and never stop. &lt;br /&gt;
* Always think and plan ahead.  If you know what you're going to do, you won't waste time planning down the road.&lt;br /&gt;
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.&lt;br /&gt;
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss.  Exploring the map swiftly is very important in these cases.&lt;br /&gt;
* Knowing exactly when to begin the boss battle can be very tricky.  If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.&lt;br /&gt;
&lt;br /&gt;
=== Most Experience ===&lt;br /&gt;
&lt;br /&gt;
One of the most common challenges, Most Experience has a very different playstyle than fastest time.  Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience.  As a result, fast times usually perform poorly in the experience category and vice-versa.  If you are pursuing one of these, you should decide which one before you begin the dungeon run.&lt;br /&gt;
&lt;br /&gt;
* Earning bonus experience and finishing every monster in the dungeon are obviously important.  Take your time to ramp up sensibly and find the ideal enemies.&lt;br /&gt;
* Obviously you want to kill every monster in the dungeon, if possible.&lt;br /&gt;
* Deity choice can be paramount to raising your experience earnings.  The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience.  Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience.  GG is best early and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Jehora Jeheyu}} offers the chaos avatar boon which increases your level by one.  Interestingly, if you are level 9 or below this does not count as experience earned, but if you're level 10 when you activate it then the bonus ''does'' count as experience earned.  This makes Jehora a very powerful capstone for for most experience if you can manage it! &lt;br /&gt;
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain&lt;br /&gt;
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.&lt;br /&gt;
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you.  While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.&lt;br /&gt;
&lt;br /&gt;
=== Most Damage ===&lt;br /&gt;
&lt;br /&gt;
The third column, damage, has the fewest number of competitors.  However, there are still a few who compete in this category and produce impressive scores.&lt;br /&gt;
&lt;br /&gt;
* Try to level up while exploring as little as possible.  You need as much healing as possible, so conserve blackspace.&lt;br /&gt;
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal.  Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal.  A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Least Experience ===&lt;br /&gt;
&lt;br /&gt;
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive).  However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get.  Least experience requires absolute minimalism, taking down the boss at a low level.  Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously.  Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters.   &lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them.  Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned.  This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.&lt;br /&gt;
&lt;br /&gt;
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience.  This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical &amp;quot;best&amp;quot; possible score.  Below is a description of how to get the lowest possible experience in order to compete.  The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon.  The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.&lt;br /&gt;
&lt;br /&gt;
==== One Boss ====&lt;br /&gt;
&lt;br /&gt;
This is the simplest case.  You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss.  If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience.  If neither are available this results in a minimum value of 69.  If only one is available you will end with 57 experience.  If both are available you will end with 47 experience.&lt;br /&gt;
&lt;br /&gt;
This approach is the same for the Fighter, but with slightly different values due to his different progression tables.  You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss.  As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.&lt;br /&gt;
&lt;br /&gt;
==== Two Bosses ====&lt;br /&gt;
&lt;br /&gt;
In this case, your approach differs slightly based on the deity availability.  &lt;br /&gt;
&lt;br /&gt;
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99.  You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss.  This earns you 42 experience for a total of 72, making you 5th level.  Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.&lt;br /&gt;
&lt;br /&gt;
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86.  Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level.  Slaying the boss will grant you 32 experience, raising you to 6th level with change.  Then kill the second boss for 24 experience.&lt;br /&gt;
&lt;br /&gt;
If both deities are present, then the lowest possible experience is 71.  Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level.  Slaying the boss will grant you 42 experience, taking you to 6th level, then slaying the second boss awards 24 experience.&lt;br /&gt;
&lt;br /&gt;
The approach with the Fighter is very similar regardless of which deities are available.  Gain 13 experience to reach 3rd level.  Activate any boons available to increase your level prior to fighting the first boss.  Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss.  If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.&lt;br /&gt;
&lt;br /&gt;
==== Three Bosses ====&lt;br /&gt;
&lt;br /&gt;
If neither JJ nor Dracul are available, then the lowest possible experience is 123.  This works almost identically to the 2-boss scenario.  Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.&lt;br /&gt;
&lt;br /&gt;
== Infamous D.E.R.P.'s ==&lt;br /&gt;
&lt;br /&gt;
Every D.E.R.P. to date has been winnable, with at least some players winning.  However, a few have been notorious for their high difficulty or deadly traps.&lt;br /&gt;
&lt;br /&gt;
'''March 14th 2015 - Half-Dragon in Magma Mines'''&lt;br /&gt;
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon.  His regular attack deals magic damage, and his only way to deal physical damage is with knockback.  Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow!  While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.&lt;br /&gt;
&lt;br /&gt;
'''May 14th 2015 - Rat Monarch in Shifting Passages'''&lt;br /&gt;
The second highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon.  The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against.  Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.&lt;br /&gt;
&lt;br /&gt;
'''September 3rd 2015 - Goatperson in Rock Garden'''&lt;br /&gt;
The highest mortality rate of any D.E.R.P. to date, only 7 players won this difficult dungeon. There were very few monsters close to the entrance, however each corridor was blocked by plants. Initial piety generation was very difficult. Since Earthmother was one of the (non-replacable) altars, most players had to endure at least one of her punishments for clearing one of the corridors; players who did not prep the Wicked Guitar had to endure another. Most players simply starved to death on this one. Those few players who have won this DERP are believed to have read the spoilers posted on the qcfdesign forums.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=52276</id>
		<title>IMAWAL</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=52276"/>
				<updated>2016-02-17T20:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Complex Mechanics */ Confirmed interaction with Mystic Balance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=IMAWAL&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Transform the target into a wall block.&lt;br /&gt;
* Grants the caster {{t|Experience Boost}}(+50% XP on the next kill).&lt;br /&gt;
* Removes 1 stack of curse.&lt;br /&gt;
* Spawns a regular wall when used on an empty space. This refunds 2 mana and does not trigger bonus experience or curse removal.&lt;br /&gt;
|Hotkey= I&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph petrifies enemies,  turning them into statues. It is a quite '''specialised''' glyph with a wide variety of effects that can be used in many unique situations. &lt;br /&gt;
&lt;br /&gt;
In the right circumstances is can be extremely useful, especially for knockback characters and maps which have a particularly unfavorable mix of monsters.&lt;br /&gt;
&lt;br /&gt;
== Complex Mechanics ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL cannot be cast on bosses or mini-bosses (for example the monsters in the towers of Gaan-Telet).&lt;br /&gt;
&lt;br /&gt;
It can be cast on an empty space, spawning a regular wall on that tile. This use only costs 3 Mana Points to cast (unless under the effects of Mystera's Mystic Balance, in which case it costs 5). Note that the spell can only be triggered when the player has 5 or more mana, even if the intention is to cast it on an empty tile. Casting it on empty space won't grant you the XP-bonus, however, and will anger Binlor.&lt;br /&gt;
&lt;br /&gt;
If cast on any monster (including plants and other monsters with {{t|No Experience}}), it will turn that monster into a statue, and provide the {{t|Experience Boost}} player buff (the next XP-valuable monster the player kills will receive an +50% XP bonus to the monster's base XP value, and the regular Bonus XP from killing a higher-level monster). Petrifying enemies does not count as a kill and rewards you 0 XP. Statues are similar to normal walls; the player cannot pass through them and they can be destroyed by anything that destroys normal walls, such as {{s|ENDISWAL}}, {{s|PISORF}}, or knockback.&lt;br /&gt;
&lt;br /&gt;
If cast on an XP-valuable monster, it will have the following extra effects:&lt;br /&gt;
* The Stone Statue will have a pile of 1 gold under it, that can only be retrieved upon destruction of the statue. If &amp;quot;Black Market&amp;quot; preparation was used, the gold pile value is increased by 1 as normal.&lt;br /&gt;
* Petrifying a slowed enemy will still grant the bonus 1 XP you would have gained from a regular kill.&lt;br /&gt;
* Petrifying an enemy will remove one stack of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
The XP bonus applies to the next XP-valuable enemy you kill, however is used up even if the bonus is zero (i.e. killing a Level 1 monster). This bonus comes after the Bonus XP received due to killing a higher-level monster, however does not multiply the flat XP bonus from Learning or Slow.&lt;br /&gt;
&lt;br /&gt;
ie. Total XP = (Standard XP + level-difference bonus XP) * 1.5 + other bonus XP (learning, slow)&lt;br /&gt;
&lt;br /&gt;
'''Example:''' Assume that a Level 2 hero kills a slowed Level 5 monster, just after having cast IMAWAL on a monster. He would gain a total of 20 experience points: 5 regular experience thanks to the monster's level; 8 bonus experience for the level difference; 6 bonus experience thanks to the petrification, calculated as 50% of (5+8); and another 1 bonus experience because of the slow.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph starts unlocked.&lt;br /&gt;
&lt;br /&gt;
A free IMAWAL glyph is provided when you worship the {{g|The Earthmother}}. It will not spawn if you convert to Earthmother from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is a bit of a two-edged sword. While petrifying a monster can provide the player with a large XP bonus, the petrified monster itself won't give any experience to the player,   &lt;br /&gt;
Because of this, it is generally better to use the glyph on foes which you ideally would never want to fight, such as Illusions, Revenants, or high-lvl Animated Armors. This allows you to effectively level even on maps with an unfavorable mix of monsters for your class.&lt;br /&gt;
&lt;br /&gt;
Otherwise players should only petrify monsters with a very low level, since the loss of potential XP from petrifying high level monsters rarely outweighs the bonus XP you receive.&lt;br /&gt;
&lt;br /&gt;
Generally, the glyph should be used sparingly if there are no non-XP-valuable monsters , as removing too much popcorn can leave players at a disadvantage later on. It is also very easy to block off sections of the map by petrifying enemies in hallways and tight spaces.&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is also one of the few ways to gain piety with {{g|The_Earthmother}}. Since all of her boons spawn plants, you can petrify them for piety. While petrifying plants only gives you half the piety, it allows you to save your popcorn.&lt;br /&gt;
&lt;br /&gt;
Half-dragons and casters relying on {{s|PISORF}} have an alternative usage for this glyph. Since it allows the player to spawn walls, they can use it to set up knockback-chains if there are no walls around a monster. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=52275</id>
		<title>IMAWAL</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=52275"/>
				<updated>2016-02-17T19:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: re-wrote section, correcting outdated mechanics references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=IMAWAL&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Transform the target into a wall block.&lt;br /&gt;
* Grants the caster {{t|Experience Boost}}(+50% XP on the next kill).&lt;br /&gt;
* Removes 1 stack of curse.&lt;br /&gt;
* Spawns a regular wall when used on an empty space. This refunds 2 mana and does not trigger bonus experience or curse removal.&lt;br /&gt;
|Hotkey= I&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph petrifies enemies,  turning them into statues. It is a quite '''specialised''' glyph with a wide variety of effects that can be used in many unique situations. &lt;br /&gt;
&lt;br /&gt;
In the right circumstances is can be extremely useful, especially for knockback characters and maps which have a particularly unfavorable mix of monsters.&lt;br /&gt;
&lt;br /&gt;
== Complex Mechanics ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL cannot be cast on bosses or mini-bosses (for example the monsters in the towers of Gaan-Telet).&lt;br /&gt;
&lt;br /&gt;
It can be cast on an empty space, spawning a regular wall on that tile. This use refunds 2 Mana Points (unless under the effects of Mystera's Mystic Balance). (verification needed)  Casting it on empty space won't grant you the XP-bonus, however, and will anger Binlor.&lt;br /&gt;
&lt;br /&gt;
If cast on any monster (including plants and other monsters with {{t|No Experience}}), it will turn that monster into a statue, and provide the {{t|Experience Boost}} player buff (the next XP-valuable monster the player kills will receive an +50% XP bonus to the monster's base XP value, and the regular Bonus XP from killing a higher-level monster). Petrifying enemies does not count as a kill and rewards you 0 XP. Statues are similar to normal walls; the player cannot pass through them and they can be destroyed by anything that destroys normal walls, such as {{s|ENDISWAL}}, {{s|PISORF}}, or knockback.&lt;br /&gt;
&lt;br /&gt;
If cast on an XP-valuable monster, it will have the following extra effects:&lt;br /&gt;
* The Stone Statue will have a pile of 1 gold under it, that can only be retrieved upon destruction of the statue. If &amp;quot;Black Market&amp;quot; preparation was used, the gold pile value is increased by 1 as normal.&lt;br /&gt;
* Petrifying a slowed enemy will still grant the bonus 1 XP you would have gained from a regular kill.&lt;br /&gt;
* Petrifying an enemy will remove one stack of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
The XP bonus applies to the next XP-valuable enemy you kill, however is used up even if the bonus is zero (i.e. killing a Level 1 monster). This bonus comes after the Bonus XP received due to killing a higher-level monster, however does not multiply the flat XP bonus from Learning or Slow.&lt;br /&gt;
&lt;br /&gt;
ie. Total XP = (Standard XP + level-difference bonus XP) * 1.5 + other bonus XP (learning, slow)&lt;br /&gt;
&lt;br /&gt;
'''Example:''' Assume that a Level 2 hero kills a slowed Level 5 monster, just after having cast IMAWAL on a monster. He would gain a total of 20 experience points: 5 regular experience thanks to the monster's level; 8 bonus experience for the level difference; 6 bonus experience thanks to the petrification, calculated as 50% of (5+8); and another 1 bonus experience because of the slow.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph starts unlocked.&lt;br /&gt;
&lt;br /&gt;
A free IMAWAL glyph is provided when you worship the {{g|The Earthmother}}. It will not spawn if you convert to Earthmother from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is a bit of a two-edged sword. While petrifying a monster can provide the player with a large XP bonus, the petrified monster itself won't give any experience to the player,   &lt;br /&gt;
Because of this, it is generally better to use the glyph on foes which you ideally would never want to fight, such as Illusions, Revenants, or high-lvl Animated Armors. This allows you to effectively level even on maps with an unfavorable mix of monsters for your class.&lt;br /&gt;
&lt;br /&gt;
Otherwise players should only petrify monsters with a very low level, since the loss of potential XP from petrifying high level monsters rarely outweighs the bonus XP you receive.&lt;br /&gt;
&lt;br /&gt;
Generally, the glyph should be used sparingly if there are no non-XP-valuable monsters , as removing too much popcorn can leave players at a disadvantage later on. It is also very easy to block off sections of the map by petrifying enemies in hallways and tight spaces.&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is also one of the few ways to gain piety with {{g|The_Earthmother}}. Since all of her boons spawn plants, you can petrify them for piety. While petrifying plants only gives you half the piety, it allows you to save your popcorn.&lt;br /&gt;
&lt;br /&gt;
Half-dragons and casters relying on {{s|PISORF}} have an alternative usage for this glyph. Since it allows the player to spawn walls, they can use it to set up knockback-chains if there are no walls around a monster. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52181</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52181"/>
				<updated>2016-01-08T19:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* The Item Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Pendant of Health}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* On top of potentially changing the indexes as mentioned above... Any prepared shop items will reduce all lower indexes by one. This is because the item is pulled from the item list before the indexes are applied to it, and since the item indexes count backwards (i.e. from the end of the item list), the same count will yield one lower index.&lt;br /&gt;
* So the *number* of shop item preparations taken will influence the basic indexes (this is an alteration that cannot be accurately predicted, because it will depend on the rounding of the original randomly generated numbers); but which specific items are prepared, and which item group preparations are taken, will influence which items each index picks up (this can be predicted with complete accuracy). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52180</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52180"/>
				<updated>2016-01-08T15:40:29Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* D.E.R.P. relevance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Health Pendant}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* On top of potentially changing the indexes as mentioned above... Any prepared shop items will reduce all lower indexes by one. This is because the item is pulled from the item list before the indexes are applied to it, and since the item indexes count backwards (i.e. from the end of the item list), the same count will yield one lower index.&lt;br /&gt;
* So the *number* of shop item preparations taken will influence the basic indexes (this is an alteration that cannot be accurately predicted, because it will depend on the rounding of the original randomly generated numbers); but which specific items are prepared, and which item group preparations are taken, will influence which items each index picks up (this can be predicted with complete accuracy). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52179</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52179"/>
				<updated>2016-01-07T20:15:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* D.E.R.P. relevance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Health Pendant}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* Any items that would be picked by an index, but are brought in as a preparation instead, will instead give the previous item (the one with one lower index). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52178</id>
		<title>D.E.R.P.</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&amp;diff=52178"/>
				<updated>2016-01-02T19:33:51Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Preparation Effects unique to D.E.R.P. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DERP_Selection.png|right|600px]]&lt;br /&gt;
The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.&lt;br /&gt;
&lt;br /&gt;
== Accessing the D.E.R.P. ==&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. Overview ==&lt;br /&gt;
&lt;br /&gt;
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC).  The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.&lt;br /&gt;
&lt;br /&gt;
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random.  This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server.  If you read about someone else's run, your run will have the same gods, monsters, etc.  The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present).  A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.&lt;br /&gt;
&lt;br /&gt;
The D.E.R.P. resets at Midnight GMT.  Any ongoing attempts that have not yet completed at this time are counted as losses.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparation Effects unique to D.E.R.P.==&lt;br /&gt;
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:&lt;br /&gt;
&lt;br /&gt;
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. &lt;br /&gt;
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.&amp;lt;br&amp;gt;&lt;br /&gt;
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.&amp;lt;br&amp;gt;&lt;br /&gt;
*Preparations that impact the shop item pool (namely, Quest/Elite Items, Shop Scroll, as well as any individual shop items prepared) can make the items available significantly different to different players, even though the same random seed is used for all runs. For more information on this check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Challenges ==&lt;br /&gt;
&lt;br /&gt;
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon.  Here are some common exploits:&lt;br /&gt;
&lt;br /&gt;
* Fastest Time&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Experience&amp;lt;br&amp;gt;&lt;br /&gt;
* Least Experience (it's harder than it sounds...)&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Damage Dealt&amp;lt;br&amp;gt;&lt;br /&gt;
* Most Piety&amp;lt;br&amp;gt;&lt;br /&gt;
* No Preparations&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category.  Sometimes players do unique things that don't appear on the score-screen.  If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&amp;amp;t=3253 share it with the Desktop Dungeons community?]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the &amp;quot;safe&amp;quot; options when playing.  Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts.  &lt;br /&gt;
&lt;br /&gt;
=== Infamous Classes ===&lt;br /&gt;
&lt;br /&gt;
The preparations system for D.E.R.P. is extremely double-edged.  While you might get multiple Elite items or rare gems like {{i|Dragon Heart}}, the choice of preparations lacks reliability.  For example, the {{c|Rat Monarch}}'s crucial {{i|Bear Mace}} is highly unlikely to spawn as a prep, and the only other possible source is a subdungeon.  {{c|Monk}} can't depend on having {{i|Martyr Wraps}}, etc.  Practicing some Purist runs would serve a D.E.R.P. player well.&lt;br /&gt;
&lt;br /&gt;
If you're looking to maintain a win streak, practice some of the trickier classes.  You can also cancel out of a D.E.R.P. on the preparation select page and return later, allowing some time for practice runs.&lt;br /&gt;
&lt;br /&gt;
{{c|Goatperson}} - No goat is ever safe!  Pick as many early-game preps as possible, and thank your lucky stars if you get to start out with {{i|Amulet of Yendor}}.  Kill popcorn early and often for food, and leave a glyph or three on the ground for CP.  Pay attention to god rotations and avoid punishments.&lt;br /&gt;
&lt;br /&gt;
{{c|Rat Monarch}} - Practice this class without {{i|Bear Mace}}.  Be ready to use gods to the fullest.&lt;br /&gt;
&lt;br /&gt;
{{c|Chemist}} - Aside from being one of the newest classes, Health Form and Mana Form are devilishly tricky and turn end-game planning on its head.  Be on the lookout for gods with refills; if there are none, you will want to achieve the highest XP level manageable with a level-up heal and some blackspace left over.  Always remember that potions are largely expendable.&lt;br /&gt;
&lt;br /&gt;
{{c|Vampire}} - Another sophisticated class.  He depends greatly on blood cows and defensive stats.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
'''Altars'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]].  While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back.  On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety.  On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible.  The Earthmother's Entanglement and Clearance boons are particularly helpful.&amp;lt;br&amp;gt;&lt;br /&gt;
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Taurog}} is a risky deity to worship full-time, since maps with a random boss have a chance to be physically resistant.  On the other hand, he's always a safe piety farm, and Taurog's Sword can easily jump start a run if desired. Additional boons should wait for knowledge of all bosses to be safe, though, as the inventory slot and max MP losses will double-nerf your casting potential.  The mean time is also great for clearing out Magic and Mana Burn enemies before joining Mystera or Undead before joining Dracul. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Items'''&amp;lt;br&amp;gt;&lt;br /&gt;
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks').  It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Other Preparations'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.&amp;lt;br&amp;gt;&lt;br /&gt;
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.&amp;lt;br&amp;gt;&lt;br /&gt;
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable&lt;br /&gt;
&lt;br /&gt;
=== Fastest Time ===&lt;br /&gt;
&lt;br /&gt;
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.&lt;br /&gt;
&lt;br /&gt;
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss.  As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.&lt;br /&gt;
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early.  While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.&lt;br /&gt;
* Be the proverbial tortoise, not the hare.  If you click too quickly you're just likely to misclick and die.  It's far more important to keep a steady pace and never stop. &lt;br /&gt;
* Always think and plan ahead.  If you know what you're going to do, you won't waste time planning down the road.&lt;br /&gt;
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.&lt;br /&gt;
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss.  Exploring the map swiftly is very important in these cases.&lt;br /&gt;
* Knowing exactly when to begin the boss battle can be very tricky.  If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.&lt;br /&gt;
&lt;br /&gt;
=== Most Experience ===&lt;br /&gt;
&lt;br /&gt;
One of the most common challenges, Most Experience has a very different playstyle than fastest time.  Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience.  As a result, fast times usually perform poorly in the experience category and vice-versa.  If you are pursuing one of these, you should decide which one before you begin the dungeon run.&lt;br /&gt;
&lt;br /&gt;
* Earning bonus experience and finishing every monster in the dungeon are obviously important.  Take your time to ramp up sensibly and find the ideal enemies.&lt;br /&gt;
* Obviously you want to kill every monster in the dungeon, if possible.&lt;br /&gt;
* Deity choice can be paramount to raising your experience earnings.  The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience.  Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience.  GG is best early and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{g|Jehora Jeheyu}} offers the chaos avatar boon which increases your level by one.  Interestingly, if you are level 9 or below this does not count as experience earned, but if you're level 10 when you activate it then the bonus ''does'' count as experience earned.  This makes Jehora a very powerful capstone for for most experience if you can manage it! &lt;br /&gt;
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain&lt;br /&gt;
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.&lt;br /&gt;
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you.  While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.&lt;br /&gt;
&lt;br /&gt;
=== Most Damage ===&lt;br /&gt;
&lt;br /&gt;
The third column, damage, has the fewest number of competitors.  However, there are still a few who compete in this category and produce impressive scores.&lt;br /&gt;
&lt;br /&gt;
* Try to level up while exploring as little as possible.  You need as much healing as possible, so conserve blackspace.&lt;br /&gt;
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal.  Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal.  A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Least Experience ===&lt;br /&gt;
&lt;br /&gt;
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive).  However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get.  Least experience requires absolute minimalism, taking down the boss at a low level.  Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously.  Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters.   &lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them.  Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned.  This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.&lt;br /&gt;
&lt;br /&gt;
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience.  This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical &amp;quot;best&amp;quot; possible score.  Below is a description of how to get the lowest possible experience in order to compete.  The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon.  The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.&lt;br /&gt;
&lt;br /&gt;
==== One Boss ====&lt;br /&gt;
&lt;br /&gt;
This is the simplest case.  You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss.  If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience.  If neither are available this results in a minimum value of 69.  If only one is available you will end with 57 experience.  If both are available you will end with 47 experience.&lt;br /&gt;
&lt;br /&gt;
This approach is the same for the Fighter, but with slightly different values due to his different progression tables.  You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss.  As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.&lt;br /&gt;
&lt;br /&gt;
==== Two Bosses ====&lt;br /&gt;
&lt;br /&gt;
In this case, your approach differs slightly based on the deity availability.  &lt;br /&gt;
&lt;br /&gt;
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99.  You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss.  This earns you 42 experience for a total of 72, making you 5th level.  Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.&lt;br /&gt;
&lt;br /&gt;
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86.  Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level.  Slaying the boss will grant you 32 experience, raising you to 6th level with change.  Then kill the second boss for 24 experience.&lt;br /&gt;
&lt;br /&gt;
If both deities are present, then the lowest possible experience is 71.  Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level.  Slaying the boss will grant you 42 experience, taking you to 6th level, then slaying the second boss awards 24 experience.&lt;br /&gt;
&lt;br /&gt;
The approach with the Fighter is very similar regardless of which deities are available.  Gain 13 experience to reach 3rd level.  Activate any boons available to increase your level prior to fighting the first boss.  Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss.  If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.&lt;br /&gt;
&lt;br /&gt;
==== Three Bosses ====&lt;br /&gt;
&lt;br /&gt;
If neither JJ nor Dracul are available, then the lowest possible experience is 123.  This works almost identically to the 2-boss scenario.  Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.&lt;br /&gt;
&lt;br /&gt;
== Infamous D.E.R.P.'s ==&lt;br /&gt;
&lt;br /&gt;
Every D.E.R.P. to date has been winnable, with at least some players winning.  However, a few have been notorious for their high difficulty or deadly traps.&lt;br /&gt;
&lt;br /&gt;
'''March 14th 2015 - Half-Dragon in Magma Mines'''&lt;br /&gt;
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon.  His regular attack deals magic damage, and his only way to deal physical damage is with knockback.  Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow!  While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.&lt;br /&gt;
&lt;br /&gt;
'''May 14th 2015 - Rat Monarch in Shifting Passages'''&lt;br /&gt;
The second highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon.  The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against.  Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.&lt;br /&gt;
&lt;br /&gt;
'''September 3rd 2015 - Goatperson in Rock Garden'''&lt;br /&gt;
The highest mortality rate of any D.E.R.P. to date, only 7 players won this difficult dungeon. There were very few monsters close to the entrance, however each corridor was blocked by plants. Initial piety generation was very difficult. Since Earthmother was one of the (non-replacable) altars, most players had to endure at least one of her punishments for clearing one of the corridors; players who did not prep the Wicked Guitar had to endure another. Most players simply starved to death on this one. Those few players who have won this DERP are believed to have read the spoilers posted on the qcfdesign forums.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52177</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52177"/>
				<updated>2016-01-02T19:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: re-wrote parts to improve usefulness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Health Pendant}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Itemlist.PNG&amp;diff=52176</id>
		<title>File:Itemlist.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Itemlist.PNG&amp;diff=52176"/>
				<updated>2016-01-02T17:01:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WIZARD.EXE&amp;diff=52175</id>
		<title>WIZARD.EXE</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WIZARD.EXE&amp;diff=52175"/>
				<updated>2015-12-25T19:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIZARD.EXE is a subdungeon that is found in the north.  It is small, has no explorable tiles and contains only a single Golem who offers to take your glyphs in exchange for specific benefits.  Only certain glyphs are applicable, and he provides a different item or group of items in exchange for them:&lt;br /&gt;
&lt;br /&gt;
* {{s|BLUDTUPOWA}}: 3 Mana Potions&lt;br /&gt;
* {{s|CYDSTEPP}}: 2 PROTECT.EXE (Small item, consume to gain Death Protection)&lt;br /&gt;
* {{s|ENDISWAL}}: ARMOUR.EXE (20% Physical Resist)&lt;br /&gt;
* {{s|HALPMEH}}: 2 Health Potions&lt;br /&gt;
* {{s|IMAWAL}}: Gain Learning&lt;br /&gt;
* {{s|LEMMISI}}: Compression, Translocation, Transmutation scrolls&lt;br /&gt;
* {{s|WONAFYT}}: 2 Slayer Wands&lt;br /&gt;
* Everything Else: Nothing&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52174</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52174"/>
				<updated>2015-12-22T16:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Non-repeatable Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmuter_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Transmuter_Entrance.png&amp;diff=52173</id>
		<title>File:Transmuter Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Transmuter_Entrance.png&amp;diff=52173"/>
				<updated>2015-12-22T16:29:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=52171</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=52171"/>
				<updated>2015-12-16T22:13:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Features ==&lt;br /&gt;
&lt;br /&gt;
'''ADDITIVES''': Start with BYSSEPS, which can be cast for stacking bonus damage, but the mana cost doubles each cast. Furthermore, each casting of BYSSEPS gives +1 base damage on top of the normal +30% attack bonus.&lt;br /&gt;
&lt;br /&gt;
'''PRESERVATIVES''': Extra potion shops.&lt;br /&gt;
&lt;br /&gt;
'''COLOURANTS''': Potions have strange side effects. Health and Mana potions only restore 10% of your health instead of the usual 40%. Drinking a health or mana potion puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other. Your form resets to normal on level up (or when you drink any potion).&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
&lt;br /&gt;
The Chemist class requires the Enhanced Edition of Desktop Dungeons.&lt;br /&gt;
You will find him in a 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;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
The Chemist can acquire a huge damage bonus very easily, even at level 1, so the Orc Chemist is a no-brainer. Convert items early on to easily kill high-level foes.&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
The Chemist can't use health and mana potions to spike damage against a boss, so mid-fight level ups are very important. Still, the Orc is probably more useful.&lt;br /&gt;
&lt;br /&gt;
Avoid taking the Gnome or Halfling, because their extra potions won't help much against the boss.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Like the Warlord, the Chemist's bonuses are almost completely defined by one glyph, {{s|BYSSEPS}}. Spending six mana gives you a 60% bonus to your next attack, and if you spend another 8 mana you can make that 90%. Since all this mana can be recovered before combat starts, you can easily score higher-level kills against low-health monsters to level up. You can use it again for a second hit if you haven't found another damage glyph. Just be mindful of your blackspace consumption, and be careful not to waste your charged-up hit clearing popcorn out of your way. Consider killing some lower level enemies right after leveling up just to use up some of your spare health.&lt;br /&gt;
&lt;br /&gt;
BYSSEPS stacking isn't quite as effective against bosses, though you should still use it for the first hit. Hopefully you'll get there with enough untouched popcorn for a mid-fight level up.&lt;br /&gt;
&lt;br /&gt;
Ideal glyphs for the Chemist are those which allow him to land two hits against an enemy he could otherwise only hit once; {{s|WEYTWUT}}, {{s|GETINDARE}} and {{s|CYDSTEPP}} (though again, beware your blackspace consumption). {{s|IMAWAL}} is also good since you want to score high-level kills early on. Any items which boost your health or base damage are valuable, especially early on. The {{i|Trisword}} and {{i|Alchemist Scroll}} are particularly good since your potions aren't very useful when killing the boss.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, Colourants is usually a weakness in disguise. Your health and mana potions are almost useless for spiking damage, and without good planning the alternate forms are a hinderance. Once your health or mana is regenerated to full the other one still won't regenerate at all, and the only way to get rid of it besides leveling up is to spend another potion to switch to the other form. Health form is almost useless since the Chemist has nothing else that boosts regen fighting without spending mana. Mana form is a little more useful since the Chemist often wants to pump a lot of mana into BYSSEPS (and possibly CYDSTEPP) while his health is already full, but even then you should only use potions for the last big monster you kill before leveling up. Don't be afraid to just convert them to please deities or spend them early to power up items. Other potions, most notably the {{i|Schadenfreude Potion}}, still work as normal, and you'll be able to pick up extras thanks to Preservatives.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}}: Unlike for everyone else, the {{t|Might}} from Stone Form stacks with the might from your glyph, and does so without raising the BYSSEPS glyph's cost; this turns {{s|PISORF}} into an extra layer of might for only 4 mana on top of its damage abilities. Stone Skin is also great for surviving extra hits to score high-level kills or finish off a boss, and PISORF gets enemies out of your path without wasting your might. Since you have no natural resistances there's no need to keep your piety above zero; just cast PISORF or ENDISWALL a couple times whenever you want to buy a boon.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}}, {{g|Dracul}}, {{g|Jehora Jeheyu}}: Since your potions won't do you much good against the boss, the health and mana restoration boons from these deities are especially valuable. Converting your potions for piety, Jehora's early boons and to avoid their dislikes isn't a big loss. Cleansing from the Glowing Guardian can also let you apply your great physical might into kills against magic-resistant enemies (especially high level wraiths); combine it with fireballs rather than going for a second hit.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}}: The Chemist is very good at killing monsters 2-3 levels above him for bonus XP. Entanglement makes this even easier and {{s|IMAWAL}} increases the payout (at the cost of even more blackspace), making the Earthmother an obvious choice. Later, Clearance is good against the bosses for all the reasons mentioned for the above deities.&lt;br /&gt;
&lt;br /&gt;
{{g|Tikki Tooki}}: Since the Chemist likes to kill high level enemies in 2-3 hits and can afford to ignore a lot of popcorn, you shouldn't have much trouble gaining piety with Tikki Tooki and most of his boons will be pretty useful. Reflexes is especially good since health potions are otherwise nearly useless, though the second hit from the Reflex potion won't have any levels of might.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}}: The only boons she offers that a Chemist would want are Magic and Refreshement, and even those aren't ideal unless the boss is very resistant to physical damage. Still, you'll be spending lots of mana as you explore so piety gain is easy.&lt;br /&gt;
&lt;br /&gt;
The only god who is really bad is {{g|Taurog}}, since repeated use of BYSSEPS will upset him a lot. Skullpicker is not enough to make up for that.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52170</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52170"/>
				<updated>2015-12-16T21:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Regular Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Metal_spider_temple_entrance.png&amp;diff=52169</id>
		<title>File:Subdungeon Metal spider temple entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Metal_spider_temple_entrance.png&amp;diff=52169"/>
				<updated>2015-12-16T21:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: Tinker uploaded a new version of File:Subdungeon Metal spider temple entrance.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Cursed_Oasis&amp;diff=52168</id>
		<title>Talk:Cursed Oasis</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Cursed_Oasis&amp;diff=52168"/>
				<updated>2015-12-15T20:17:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the no subdungeon thing true for any version? There are subdungeons on the iOS and web versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Cursed Shade drops the Dragon Soul item when slain&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've tested the Cursed Oasis in Enhanced Edition with two classes, and the Cursed Shade no longer drops the Dragon Soul item when slain. Also, the Dragon Soul appears red, not purple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Re: there used to be a bug during Enhanced Edition development, where some of the palette-swap items showed reverted colors. This was fixed in one of the later patches. I recommend making sure your game can receive update patches (whether steam or gog version) to get the latest patched version of the game. (Also I just did a quick CO run to test, and the Cursed Shade dropped the proper Dragon Soul... This might be a version thing too, or it may be somehow linked to whether you have the item unlocked or not, because in previous version this was actually one of the ways to unlock Dragon Soul.) [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:17, 15 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=52166</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=52166"/>
				<updated>2015-12-09T19:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Unlisted Items */&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;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available 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 respective 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 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;
| 23&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;
| 12&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;
| 50&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 2 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;
| 14&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 available as preparations once you upgrade their respective kingdom 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 available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&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;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&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;
| 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 mana burn&lt;br /&gt;
| Always Available&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;
| Complicated Task Part 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;
| Complicated Task Part 2&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;
| Complicated Task Part 4&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;
| Complicated Task Part 5&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&lt;br /&gt;
| Daily Dungeon Only (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&lt;br /&gt;
| Daily Dungeon Only (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 in 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&lt;br /&gt;
| Daily Dungeon Only (can be 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 adjacent 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 available 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;
=== 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: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: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: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: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;
|Found in {{CC|Warlord|Gold|Terror's End}}, [[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:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMMISI(?)}}&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: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: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;
|[[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 monsters 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;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Recipie Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipes 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;
|}&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 increases health and mana potion effectiveness 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;
| After upgrading Bazaar to level 2, 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;
| +2 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&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;
| 14&lt;br /&gt;
| 25&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;
| 13&lt;br /&gt;
| 25&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;
| 14&lt;br /&gt;
| 30&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}} (4.06 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|Crystal ball}} (3.33 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.&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>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52164</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=52164"/>
				<updated>2015-12-06T19:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: Created page with &amp;quot;{{stub}}  This page elaborates the algorithm used to populate the Items shops. It can get a bit mathsy, though understanding the algorithm can help also to understand the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand the odds of finding certain items; also, should it be needed, it can help with improving the odds of finding certain items. For new players, this page is probably a bit too much.&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the range 0 to n^2. &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list is a fixed list containing all items, but the basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=52163</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=52163"/>
				<updated>2015-12-06T19:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: wrote an overview section&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;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available 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 respective 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 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;
| 23&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;
| 12&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;
| 50&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 2 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;
| 14&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 available as preparations once you upgrade their respective kingdom 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 available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&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;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&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;
| 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 mana burn&lt;br /&gt;
| Always Available&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;
| Complicated Task Part 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;
| Complicated Task Part 2&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;
| Complicated Task Part 4&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;
| Complicated Task Part 5&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&lt;br /&gt;
| Daily Dungeon Only (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&lt;br /&gt;
| Daily Dungeon Only (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 in 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&lt;br /&gt;
| Daily Dungeon Only (can be 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 adjacent 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 available 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;
=== 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: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: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: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: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;
|Found in {{CC|Warlord|Gold|Terror's End}}, [[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:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMMISI(?)}}&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: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: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;
|[[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 monsters 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;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|Recipie Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipes 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;
|}&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 increases health and mana potion effectiveness 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;
| After upgrading Bazaar to level 2, 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}} (4.06 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|Crystal ball}} (3.33 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.&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>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52162</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=52162"/>
				<updated>2015-12-02T20:19:48Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: re-wrote parts to improve usefulness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Gaan-talet.JPG|frame]]&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the [[Tower of Gaan-Telet]], and is unlocked by completing the [[#Oh, Horatio!|Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Talet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Talet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters (as well as some special monsters, see below). Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet.&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical restances of 50%, and Berserks at 50%.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of Slayer Wand, IMAWAL or the Glowing Guardan's Absolution boon.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*Goblin Miner (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*Dancing Sword (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*Burn Viper (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*Golden Statue (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*Gelatinous Thing (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*Bridge Troll(50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*Dragon Elite (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*Illusion (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*Immortal Yin (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarves}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through Humility (and is often worth converting through just for that one boon); though he also offers Cleansing and Protection, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers Body Pact to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much Piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in Taurog for his resistance/damage boosts; then tripping through Glowing Guardian for Humility; then ending up in Dracul for Blood Shield and Blood Tithe; and taking Body Pact when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
An honorable mentions is {{g|Binlor Ironshield}}, who can function as a generous source of piety, and can therefor be used in conjunction with the Pactmaker to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation. Some specific builds may benefit from one of the other two boosters, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, given how money can buy at least more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whuppaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight. Keep in mind though that different characters may also find some other glyphs useful. Builds relying heavily on Knockback would benefit from keeping {{s|WEYTWUT}}; builds that require lots of blackspace could access a few extra tiles with {{s|LEMMISI}}; etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52161</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52161"/>
				<updated>2015-11-29T21:00:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Dragon_Mage_Entrance.png&amp;diff=52160</id>
		<title>File:Dragon Mage Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Dragon_Mage_Entrance.png&amp;diff=52160"/>
				<updated>2015-11-29T20:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52052</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52052"/>
				<updated>2015-10-31T10:30:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Non-repeatable Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52051</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52051"/>
				<updated>2015-10-31T10:04:51Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Regular Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities (except Pactmaker). If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Sir_Thrawn.png&amp;diff=52050</id>
		<title>File:Sir Thrawn.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Sir_Thrawn.png&amp;diff=52050"/>
				<updated>2015-10-31T10:04:24Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52049</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52049"/>
				<updated>2015-10-31T09:58:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Non-repeatable Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities (except Pactmaker). If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Crusader_Entrance.png&amp;diff=52048</id>
		<title>File:Crusader Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Crusader_Entrance.png&amp;diff=52048"/>
				<updated>2015-10-31T09:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52040</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52040"/>
				<updated>2015-10-31T09:02:58Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety, you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Petting_Zoo.PNG&amp;diff=52039</id>
		<title>File:Petting Zoo.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Petting_Zoo.PNG&amp;diff=52039"/>
				<updated>2015-10-31T09:02:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Binlor_Entrance.png&amp;diff=52038</id>
		<title>File:Binlor Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Binlor_Entrance.png&amp;diff=52038"/>
				<updated>2015-10-31T08:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52037</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52037"/>
				<updated>2015-10-31T08:30:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Non-repeatable Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety, you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Tough the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Prison_Break.png&amp;diff=52018</id>
		<title>File:Prison Break.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Prison_Break.png&amp;diff=52018"/>
				<updated>2015-10-25T18:10:45Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52017</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=52017"/>
				<updated>2015-10-25T18:10:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tinker: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|Demonic Library, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety, you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon small room surrounded by walls, you need to smash the walls to find the altar. Usable to unlock Binlor Ironshield.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 gold and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}}, level 8 monsters. If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|A large room containing Jadetooth the level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops a powerful potion that increases and fully restores max health and max mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion|Health Potions}} and 2 {{i|Mana Potion|Mana Potions}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Zombie Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 gold per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Whisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large gold pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lurnatrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with a good amount of non accesible Blackspace (about 114). Contains a Monk who will sell you a {{s|LEMMISI}} Glyph for 25 G. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The Den of Danger, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|Venture Cave was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to Grimm's Grotto.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).&lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Tinker</name></author>	</entry>

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