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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=54660</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=54660"/>
				<updated>2016-05-31T12:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;William: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Priest&lt;br /&gt;
|ShortHand=Pr&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level&lt;br /&gt;
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective&lt;br /&gt;
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HaPr}}, {{OrPr}}, {{ElPr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
{{b|Church|Level 1|House Of The Holy}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to &amp;quot;pay&amp;quot; for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD GOLLY}}: This means several things, and has several uses. &lt;br /&gt;
&lt;br /&gt;
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to &amp;quot;mark&amp;quot; a boss as undead if you want to make sure you get to use this against a boss.&lt;br /&gt;
&lt;br /&gt;
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.&lt;br /&gt;
&lt;br /&gt;
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.&lt;br /&gt;
&lt;br /&gt;
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.&lt;br /&gt;
&lt;br /&gt;
'''TAKEN TOGETHER:''' As can be plainly seen, the &amp;quot;Priest&amp;quot; is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.&lt;br /&gt;
&lt;br /&gt;
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.&lt;br /&gt;
&lt;br /&gt;
=== What is he NOT about ===&lt;br /&gt;
&lt;br /&gt;
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the &amp;quot;Priest&amp;quot; is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.&lt;br /&gt;
&lt;br /&gt;
In detail:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.&lt;br /&gt;
&lt;br /&gt;
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.&lt;br /&gt;
&lt;br /&gt;
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.&lt;br /&gt;
&lt;br /&gt;
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then, when you know what these guys don't like, you can (and should) figure out how to use them with &amp;quot;Priests&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.&lt;br /&gt;
&lt;br /&gt;
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.&lt;br /&gt;
&lt;br /&gt;
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.&lt;br /&gt;
&lt;br /&gt;
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.&lt;br /&gt;
&lt;br /&gt;
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Like the stereotypical RPG Fighters of old, the DD &amp;quot;Priest&amp;quot; is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward  because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. &lt;br /&gt;
&lt;br /&gt;
=== {{HuPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combination can suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.&lt;br /&gt;
&lt;br /&gt;
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. &lt;br /&gt;
&lt;br /&gt;
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{DwPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combinatio can easily suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.&lt;br /&gt;
&lt;br /&gt;
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of  gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.&lt;br /&gt;
&lt;br /&gt;
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.&lt;br /&gt;
&lt;br /&gt;
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{ElPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely well rounded in most aspects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.&lt;br /&gt;
&lt;br /&gt;
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to  level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.&lt;br /&gt;
&lt;br /&gt;
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{HaPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''V. EASY:''' Class and race create an owepowering anomaly when combined.&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.&lt;br /&gt;
&lt;br /&gt;
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.&lt;br /&gt;
&lt;br /&gt;
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.&lt;br /&gt;
&lt;br /&gt;
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== {{GnPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.&lt;br /&gt;
&lt;br /&gt;
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.&lt;br /&gt;
&lt;br /&gt;
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{OrPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{GoPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''V. TRICKY''' - Can take expert handling for unobvious reasons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.&lt;br /&gt;
&lt;br /&gt;
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it  also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. &lt;br /&gt;
&lt;br /&gt;
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play &amp;quot;a goblin worshiping god X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.&lt;br /&gt;
&lt;br /&gt;
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. &lt;br /&gt;
  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 20 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drinking Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.&lt;br /&gt;
&lt;br /&gt;
(Add the Avatar's Codex strats) etc.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=54659</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=54659"/>
				<updated>2016-05-31T12:28:30Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Priest&lt;br /&gt;
|ShortHand=Pr&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level&lt;br /&gt;
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective&lt;br /&gt;
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HaPr}}, {{OrPr}}, {{ElPr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
{{b|Church|Level 1|House Of The Holy}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to &amp;quot;pay&amp;quot; for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD GOLLY}}: This means several things, and has several uses. &lt;br /&gt;
&lt;br /&gt;
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to &amp;quot;mark&amp;quot; a boss as undead if you want to make sure you get to use this against a boss.&lt;br /&gt;
&lt;br /&gt;
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.&lt;br /&gt;
&lt;br /&gt;
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.&lt;br /&gt;
&lt;br /&gt;
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.&lt;br /&gt;
&lt;br /&gt;
'''TAKEN TOGETHER:''' As can be plainly seen, the &amp;quot;Priest&amp;quot; is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.&lt;br /&gt;
&lt;br /&gt;
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.&lt;br /&gt;
&lt;br /&gt;
=== What is he NOT about ===&lt;br /&gt;
&lt;br /&gt;
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the &amp;quot;Priest&amp;quot; is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.&lt;br /&gt;
&lt;br /&gt;
In detail:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.&lt;br /&gt;
&lt;br /&gt;
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.&lt;br /&gt;
&lt;br /&gt;
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.&lt;br /&gt;
&lt;br /&gt;
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then, when you know what these guys don't like, you can (and should) figure out how to use them with &amp;quot;Priests&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.&lt;br /&gt;
&lt;br /&gt;
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.&lt;br /&gt;
&lt;br /&gt;
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.&lt;br /&gt;
&lt;br /&gt;
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.&lt;br /&gt;
&lt;br /&gt;
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Like the stereotypical RPG Fighters of old, the DD &amp;quot;Priest&amp;quot; is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward  because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. &lt;br /&gt;
&lt;br /&gt;
=== {{HuPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combination can suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.&lt;br /&gt;
&lt;br /&gt;
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. &lt;br /&gt;
&lt;br /&gt;
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{DwPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combinatio can easily suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.&lt;br /&gt;
&lt;br /&gt;
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of  gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.&lt;br /&gt;
&lt;br /&gt;
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.&lt;br /&gt;
&lt;br /&gt;
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{ElPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely well rounded in most aspects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.&lt;br /&gt;
&lt;br /&gt;
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to  level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.&lt;br /&gt;
&lt;br /&gt;
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{HaPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''V. EASY:''' Class and race create an owepowering anomaly when combined.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.&lt;br /&gt;
&lt;br /&gt;
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.&lt;br /&gt;
&lt;br /&gt;
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.&lt;br /&gt;
&lt;br /&gt;
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{GnPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.&lt;br /&gt;
&lt;br /&gt;
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.&lt;br /&gt;
&lt;br /&gt;
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{OrPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{GoPr}} ===&lt;br /&gt;
&lt;br /&gt;
'''V. TRICKY''' - Can take expert handling for unobvious reasons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.&lt;br /&gt;
&lt;br /&gt;
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it  also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. &lt;br /&gt;
&lt;br /&gt;
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play &amp;quot;a goblin worshiping god X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.&lt;br /&gt;
&lt;br /&gt;
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. &lt;br /&gt;
  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 20 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.&lt;br /&gt;
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(Add the Avatar's Codex strats) etc.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54575</id>
		<title>Rock Garden</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54575"/>
				<updated>2016-05-20T12:29:28Z</updated>
		
		<summary type="html">&lt;p&gt;William: /* Plants and Spoons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rock Garden Big.png|left]]&lt;br /&gt;
[[File:Rock_Garden.jpg|right|450px]]&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes!''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Golem Spawn ==&lt;br /&gt;
Every time you gain a level, two wall segments are destroyed and {{m|Golem}}s will appear in their place . These golem monsters are equal level to you. This means they are not worth any bonus experience. You can ignore them or fight them like any other monster.&lt;br /&gt;
&lt;br /&gt;
== Plants and Spoons ==&lt;br /&gt;
Every naturally spawned plant in the Rock Garden has a chance to drop a {{i|spoon}} when destroyed. This small item grants +1 base damage. Individually spoons are quite weak, but you can acquire up to fifteen spoons in this manner for a whopping +15 base damage. Although this will occupy three inventory slots, for a melee-oriented class this is well worthwhile.&lt;br /&gt;
&lt;br /&gt;
Plants created by {{g|The Earthmother}} do not drop spoons. Similarly plants removed by {{boon|Clearance}} will not leave spoons behind, even if they would have otherwise. Combined with the fact that she will block off many passages with her plants, this typically makes the Earthmother a poor deity choice for the {{d|Rock Garden}}. Similarly, these spoons are incredibly powerful benefits to melee-type characters and will quickly fill your inventory. This means there will be little space for other items. As a result, {{g|Taurog}} is ''also'' a poor deity choice.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The Rock Garden has a total of three bosses. Two of the bosses are fixed:&lt;br /&gt;
&lt;br /&gt;
'''Earth Guardian''': {{m|golem}} icon, Attack 75, Health 238, Magical Attack, Magic Resist 75%&lt;br /&gt;
&lt;br /&gt;
'''Stone Guardian''': {{m|golem}} icon, Attack 75, Health 238, Physical Resist 75%&lt;br /&gt;
&lt;br /&gt;
There is a third, random boss, selected from the pool of already unlocked bosses.&lt;br /&gt;
&lt;br /&gt;
Although three bosses may appear daunting, in practice you will get a large amount of XP and gold after each one you defeat. Because the bosses are individually quite weak, this is actually one of the easiest of the hard-difficulty levels. The trick is gaining momentum and being versatile enough to take on bosses with vastly different strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{g|Binlor Ironshield}} is an excellent deity for this level, clearing out wall segments and lowering resistances of the boss monsters. As well, every time you level, the two walls destroyed by the golem spawns '''do''' count for piety gain, negating the level toll entirely. If you purchase his Stone Heart boon several times, the brothers become laughable opponents. Similarly, the {{s|BYSSEPS}} glyph can be very useful for whittling away those resists. Remember that the physical resist boss can be poisoned easily (unlike regular golems, on which poison is only half effective) so he can be whittle away with hit and run tactics once you're strong enough to survive a single attack. Remember that spoons increase the damage of the {{s|PISORF}} glyph, and that this spell deals physical damage, making it very effective against the magic-resist boss. Finally, this is a maze-like level which is further aggravated by plants, so his preparation &amp;quot;penalty&amp;quot; of removing a third of the walls can be a valuable boon of its own.&lt;br /&gt;
&lt;br /&gt;
Because extra enemies spawn who are equal to your level, you can normally never gain bonus XP from them. The {{i|Balanced Dagger}} is an exception to this rule, making it possibly a good pick for this level (especially if you are playing as a Fighter). Otherwise, they're still good as extra popcorn, especially if you worship Tikki Tooki or Dracul for his lifesteal boons.&lt;br /&gt;
&lt;br /&gt;
=== Physical Specialist ===&lt;br /&gt;
Although the presence of a 75% physical resist boss may appear to preclude a physical specialist approach, there are ways to get around this. You will need to prepare the {{i|Really Big Sword}}, which increases your damage enormously against enemies with physical resist. Because this dungeon has goo blobs and wraiths, your RBS will get a lot of use even before the boss battles. Physical specialists benefit enormously from the spoons on the Rock Garden and as a result are basically home clear after they defeat the physical-resist boss. The {{s|HALPMEH}} glyph is extremely helpful here. Although it may be tempting to worship Taurog as a physical damage specialist, all the extra spoons in your inventory means you will have no space for his items, so he provides little benefit.&lt;br /&gt;
&lt;br /&gt;
Because of the downsides of the Really Big Sword, you must make a strong effort to fight higher-level monsters. The sword causes all monsters to always get first strike against you, so weaker monsters (especially if you're poisoned) can quickly whittle you down. However, since higher-level monsters get first strike anyways, the sword is of no consequence so long as you focus on fighting those enemies. Once you have defeated the physical resist boss, you can convert the really big sword to get rid of the penalty.&lt;br /&gt;
&lt;br /&gt;
Another approach to defeating the physical resist boss is by worshipping the {{g|Glowing Guardian}}.  His cleansing boon allows your next attack to deal magic damage, which will bypass those resistances.  You can also use {{g|Binlor Ironshield}} and his stone heart boon to reduce the resistances of all revealed monsters.  However, this has an important catch: you must reveal the boss as early as possible for it to be effective.&lt;br /&gt;
&lt;br /&gt;
Recommended classes for this approach are the Paladin, Warlord, Thief, and Assassin. Because of all the spoons that are present on this level, the Orc is generally not as favourable as the human. The extra attack booster preparation is strongly advised, even for humans. Because your base attack will be so high from all the spoons you collect, raising your attack bonus is far more beneficial than it usually is.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Character ===&lt;br /&gt;
A hybrid character mixes spellcasting and physical attack power. This character will use his spellcasting ability against the physical resist boss, and his physical prowess against the magic-resist boss. &lt;br /&gt;
&lt;br /&gt;
Because the BURNDAYRAZ glyph will be ineffective against the magic-resist boss, you will need to find a second glyph to help you out. The HALPMEH glyph and PISORF glyph are the two best options to fulfill this role, but CYDSTEPP and BYSSEPS will also work in a pinch. Remember that PISORF's damage is proportional to your base attack, which is boosted by those spoons. Pick up as many spoons as possible!&lt;br /&gt;
&lt;br /&gt;
Against the physical resist boss, your melee attack won't be of much help and most of your damage will need to come from fireball. It will take you 7-9 castings of BURNDAYRAZ (depending on your level) to kill this boss. Using a glyph such as {{s|BLUDTUPOWA}} or an item such as the {{i|Crystal Ball}} can be a useful way to get the extra castings needed to finish him off. Otherwise, a mid-battle level-up and a few items to boost your mana should be sufficient.&lt;br /&gt;
&lt;br /&gt;
Recommended classes are Sorcerer, Bloodmage, Wizard, Assassin, Fighter, and Thief.&lt;br /&gt;
&lt;br /&gt;
=== Specialist Spellcaster ===&lt;br /&gt;
The most difficult approach to Rock Garden is as a specialist spellcaster. Although the physical resist boss should be easily dispatched by a well-equipped spellcaster, the magic resist boss will be a more serious challenge. Generally speaking, the easiest approach is just to play as a hybrid instead. It's easier to raise a wizard's weak attack power than it is to punch through a boss with fireball magic alone. If you're determined to follow this route, you will need to either use the PISORF glyph to fight the magic-resist boss (this will take some luck, as PISORF has a roughly 33% chance of appearing), or find a way to dramatically lower his resistances. You will also have to deal with massive mana requirements. The BLUDTUPOWA glyph, piercing wand and crystal ball items, the schadenfreude potion, and an altar to either Mystera Annur or Binlor Ironshield will all help you enormously.&lt;br /&gt;
&lt;br /&gt;
Overall this is a feasible approach, and if you have your heart set on playing a pure spellcaster it's entirely possible, but it's by far the most difficult path. The Elf Wizard is strongly recommended; for any other class, you're better off just playing a hybrid.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54574</id>
		<title>Rock Garden</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54574"/>
				<updated>2016-05-20T12:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rock Garden Big.png|left]]&lt;br /&gt;
[[File:Rock_Garden.jpg|right|450px]]&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes!''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Golem Spawn ==&lt;br /&gt;
Every time you gain a level, two wall segments are destroyed and {{m|Golem}}s will appear in their place . These golem monsters are equal level to you. This means they are not worth any bonus experience. You can ignore them or fight them like any other monster.&lt;br /&gt;
&lt;br /&gt;
== Plants and Spoons ==&lt;br /&gt;
Every time you kill a plant in the Rock Garden, a {{i|spoon}} might drop on to the ground. This small item grants +1 base damage. Individually spoons are quite weak, but you can acquire up to fifteen spoons in this manner for a whopping +15 base damage. Although this will occupy three inventory slots, for a melee-oriented class this is well worthwhile.&lt;br /&gt;
&lt;br /&gt;
Plants created by {{g|The Earthmother}} do not drop spoons. Similarly plants removed by {{boon|Clearance}} will not leave spoons behind, even if they would have otherwise. Combined with the fact that she will block off many passages with her plants, this typically makes the Earthmother a poor deity choice for the {{d|Rock Garden}}. Similarly, these spoons are incredibly powerful benefits to melee-type characters and will quickly fill your inventory. This means there will be little space for other items. As a result, {{g|Taurog}} is ''also'' a poor deity choice.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The Rock Garden has a total of three bosses. Two of the bosses are fixed:&lt;br /&gt;
&lt;br /&gt;
'''Earth Guardian''': {{m|golem}} icon, Attack 75, Health 238, Magical Attack, Magic Resist 75%&lt;br /&gt;
&lt;br /&gt;
'''Stone Guardian''': {{m|golem}} icon, Attack 75, Health 238, Physical Resist 75%&lt;br /&gt;
&lt;br /&gt;
There is a third, random boss, selected from the pool of already unlocked bosses.&lt;br /&gt;
&lt;br /&gt;
Although three bosses may appear daunting, in practice you will get a large amount of XP and gold after each one you defeat. Because the bosses are individually quite weak, this is actually one of the easiest of the hard-difficulty levels. The trick is gaining momentum and being versatile enough to take on bosses with vastly different strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{g|Binlor Ironshield}} is an excellent deity for this level, clearing out wall segments and lowering resistances of the boss monsters. As well, every time you level, the two walls destroyed by the golem spawns '''do''' count for piety gain, negating the level toll entirely. If you purchase his Stone Heart boon several times, the brothers become laughable opponents. Similarly, the {{s|BYSSEPS}} glyph can be very useful for whittling away those resists. Remember that the physical resist boss can be poisoned easily (unlike regular golems, on which poison is only half effective) so he can be whittle away with hit and run tactics once you're strong enough to survive a single attack. Remember that spoons increase the damage of the {{s|PISORF}} glyph, and that this spell deals physical damage, making it very effective against the magic-resist boss. Finally, this is a maze-like level which is further aggravated by plants, so his preparation &amp;quot;penalty&amp;quot; of removing a third of the walls can be a valuable boon of its own.&lt;br /&gt;
&lt;br /&gt;
Because extra enemies spawn who are equal to your level, you can normally never gain bonus XP from them. The {{i|Balanced Dagger}} is an exception to this rule, making it possibly a good pick for this level (especially if you are playing as a Fighter). Otherwise, they're still good as extra popcorn, especially if you worship Tikki Tooki or Dracul for his lifesteal boons.&lt;br /&gt;
&lt;br /&gt;
=== Physical Specialist ===&lt;br /&gt;
Although the presence of a 75% physical resist boss may appear to preclude a physical specialist approach, there are ways to get around this. You will need to prepare the {{i|Really Big Sword}}, which increases your damage enormously against enemies with physical resist. Because this dungeon has goo blobs and wraiths, your RBS will get a lot of use even before the boss battles. Physical specialists benefit enormously from the spoons on the Rock Garden and as a result are basically home clear after they defeat the physical-resist boss. The {{s|HALPMEH}} glyph is extremely helpful here. Although it may be tempting to worship Taurog as a physical damage specialist, all the extra spoons in your inventory means you will have no space for his items, so he provides little benefit.&lt;br /&gt;
&lt;br /&gt;
Because of the downsides of the Really Big Sword, you must make a strong effort to fight higher-level monsters. The sword causes all monsters to always get first strike against you, so weaker monsters (especially if you're poisoned) can quickly whittle you down. However, since higher-level monsters get first strike anyways, the sword is of no consequence so long as you focus on fighting those enemies. Once you have defeated the physical resist boss, you can convert the really big sword to get rid of the penalty.&lt;br /&gt;
&lt;br /&gt;
Another approach to defeating the physical resist boss is by worshipping the {{g|Glowing Guardian}}.  His cleansing boon allows your next attack to deal magic damage, which will bypass those resistances.  You can also use {{g|Binlor Ironshield}} and his stone heart boon to reduce the resistances of all revealed monsters.  However, this has an important catch: you must reveal the boss as early as possible for it to be effective.&lt;br /&gt;
&lt;br /&gt;
Recommended classes for this approach are the Paladin, Warlord, Thief, and Assassin. Because of all the spoons that are present on this level, the Orc is generally not as favourable as the human. The extra attack booster preparation is strongly advised, even for humans. Because your base attack will be so high from all the spoons you collect, raising your attack bonus is far more beneficial than it usually is.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Character ===&lt;br /&gt;
A hybrid character mixes spellcasting and physical attack power. This character will use his spellcasting ability against the physical resist boss, and his physical prowess against the magic-resist boss. &lt;br /&gt;
&lt;br /&gt;
Because the BURNDAYRAZ glyph will be ineffective against the magic-resist boss, you will need to find a second glyph to help you out. The HALPMEH glyph and PISORF glyph are the two best options to fulfill this role, but CYDSTEPP and BYSSEPS will also work in a pinch. Remember that PISORF's damage is proportional to your base attack, which is boosted by those spoons. Pick up as many spoons as possible!&lt;br /&gt;
&lt;br /&gt;
Against the physical resist boss, your melee attack won't be of much help and most of your damage will need to come from fireball. It will take you 7-9 castings of BURNDAYRAZ (depending on your level) to kill this boss. Using a glyph such as {{s|BLUDTUPOWA}} or an item such as the {{i|Crystal Ball}} can be a useful way to get the extra castings needed to finish him off. Otherwise, a mid-battle level-up and a few items to boost your mana should be sufficient.&lt;br /&gt;
&lt;br /&gt;
Recommended classes are Sorcerer, Bloodmage, Wizard, Assassin, Fighter, and Thief.&lt;br /&gt;
&lt;br /&gt;
=== Specialist Spellcaster ===&lt;br /&gt;
The most difficult approach to Rock Garden is as a specialist spellcaster. Although the physical resist boss should be easily dispatched by a well-equipped spellcaster, the magic resist boss will be a more serious challenge. Generally speaking, the easiest approach is just to play as a hybrid instead. It's easier to raise a wizard's weak attack power than it is to punch through a boss with fireball magic alone. If you're determined to follow this route, you will need to either use the PISORF glyph to fight the magic-resist boss (this will take some luck, as PISORF has a roughly 33% chance of appearing), or find a way to dramatically lower his resistances. You will also have to deal with massive mana requirements. The BLUDTUPOWA glyph, piercing wand and crystal ball items, the schadenfreude potion, and an altar to either Mystera Annur or Binlor Ironshield will all help you enormously.&lt;br /&gt;
&lt;br /&gt;
Overall this is a feasible approach, and if you have your heart set on playing a pure spellcaster it's entirely possible, but it's by far the most difficult path. The Elf Wizard is strongly recommended; for any other class, you're better off just playing a hybrid.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54573</id>
		<title>Rock Garden</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=54573"/>
				<updated>2016-05-20T12:11:36Z</updated>
		
		<summary type="html">&lt;p&gt;William: /* Plants and Spoons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rock Garden Big.png|left]]&lt;br /&gt;
[[File:Rock_Garden.jpg|right|450px]]&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes!''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Golem Spawn ==&lt;br /&gt;
Every time you gain a level, two wall segments are destroyed and {{m|Golem}}s will appear in their place . These golem monsters are equal level to you. This means they are not worth any bonus experience. You can ignore them or fight them like any other monster.&lt;br /&gt;
&lt;br /&gt;
== Plants and Spoons ==&lt;br /&gt;
Every time you kill a plant in the Rock Garden, a {{i|spoon}} may drop on to the ground. This small item grants +1 base damage. Individually spoons are quite weak, but you can acquire up to fifteen spoons in this manner for a whopping +15 base damage. Although this will occupy three inventory slots, for a melee-oriented class this is well worthwhile.&lt;br /&gt;
&lt;br /&gt;
Plants created by {{g|The Earthmother}} do not drop spoons. Similarly plants removed by {{boon|Clearance}} will not leave spoons behind, even if they would have otherwise. Combined with the fact that she will block off many passages with her plants, this typically makes the Earthmother a poor deity choice for the {{d|Rock Garden}}. Similarly, these spoons are incredibly powerful benefits to melee-type characters and will quickly fill your inventory. This means there will be little space for other items. As a result, {{g|Taurog}} is ''also'' a poor deity choice.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The Rock Garden has a total of three bosses. Two of the bosses are fixed:&lt;br /&gt;
&lt;br /&gt;
'''Earth Guardian''': {{m|golem}} icon, Attack 75, Health 238, Magical Attack, Magic Resist 75%&lt;br /&gt;
&lt;br /&gt;
'''Stone Guardian''': {{m|golem}} icon, Attack 75, Health 238, Physical Resist 75%&lt;br /&gt;
&lt;br /&gt;
There is a third, random boss, selected from the pool of already unlocked bosses.&lt;br /&gt;
&lt;br /&gt;
Although three bosses may appear daunting, in practice you will get a large amount of XP and gold after each one you defeat. Because the bosses are individually quite weak, this is actually one of the easiest of the hard-difficulty levels. The trick is gaining momentum and being versatile enough to take on bosses with vastly different strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{g|Binlor Ironshield}} is an excellent deity for this level, clearing out wall segments and lowering resistances of the boss monsters. As well, every time you level, the two walls destroyed by the golem spawns '''do''' count for piety gain, negating the level toll entirely. If you purchase his Stone Heart boon several times, the brothers become laughable opponents. Similarly, the {{s|BYSSEPS}} glyph can be very useful for whittling away those resists. Remember that the physical resist boss can be poisoned easily (unlike regular golems, on which poison is only half effective) so he can be whittle away with hit and run tactics once you're strong enough to survive a single attack. Remember that spoons increase the damage of the {{s|PISORF}} glyph, and that this spell deals physical damage, making it very effective against the magic-resist boss. Finally, this is a maze-like level which is further aggravated by plants, so his preparation &amp;quot;penalty&amp;quot; of removing a third of the walls can be a valuable boon of its own.&lt;br /&gt;
&lt;br /&gt;
Because extra enemies spawn who are equal to your level, you can normally never gain bonus XP from them. The {{i|Balanced Dagger}} is an exception to this rule, making it possibly a good pick for this level (especially if you are playing as a Fighter). Otherwise, they're still good as extra popcorn, especially if you worship Tikki Tooki or Dracul for his lifesteal boons.&lt;br /&gt;
&lt;br /&gt;
=== Physical Specialist ===&lt;br /&gt;
Although the presence of a 75% physical resist boss may appear to preclude a physical specialist approach, there are ways to get around this. You will need to prepare the {{i|Really Big Sword}}, which increases your damage enormously against enemies with physical resist. Because this dungeon has goo blobs and wraiths, your RBS will get a lot of use even before the boss battles. Physical specialists benefit enormously from the spoons on the Rock Garden and as a result are basically home clear after they defeat the physical-resist boss. The {{s|HALPMEH}} glyph is extremely helpful here. Although it may be tempting to worship Taurog as a physical damage specialist, all the extra spoons in your inventory means you will have no space for his items, so he provides little benefit.&lt;br /&gt;
&lt;br /&gt;
Because of the downsides of the Really Big Sword, you must make a strong effort to fight higher-level monsters. The sword causes all monsters to always get first strike against you, so weaker monsters (especially if you're poisoned) can quickly whittle you down. However, since higher-level monsters get first strike anyways, the sword is of no consequence so long as you focus on fighting those enemies. Once you have defeated the physical resist boss, you can convert the really big sword to get rid of the penalty.&lt;br /&gt;
&lt;br /&gt;
Another approach to defeating the physical resist boss is by worshipping the {{g|Glowing Guardian}}.  His cleansing boon allows your next attack to deal magic damage, which will bypass those resistances.  You can also use {{g|Binlor Ironshield}} and his stone heart boon to reduce the resistances of all revealed monsters.  However, this has an important catch: you must reveal the boss as early as possible for it to be effective.&lt;br /&gt;
&lt;br /&gt;
Recommended classes for this approach are the Paladin, Warlord, Thief, and Assassin. Because of all the spoons that are present on this level, the Orc is generally not as favourable as the human. The extra attack booster preparation is strongly advised, even for humans. Because your base attack will be so high from all the spoons you collect, raising your attack bonus is far more beneficial than it usually is.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Character ===&lt;br /&gt;
A hybrid character mixes spellcasting and physical attack power. This character will use his spellcasting ability against the physical resist boss, and his physical prowess against the magic-resist boss. &lt;br /&gt;
&lt;br /&gt;
Because the BURNDAYRAZ glyph will be ineffective against the magic-resist boss, you will need to find a second glyph to help you out. The HALPMEH glyph and PISORF glyph are the two best options to fulfill this role, but CYDSTEPP and BYSSEPS will also work in a pinch. Remember that PISORF's damage is proportional to your base attack, which is boosted by those spoons. Pick up as many spoons as possible!&lt;br /&gt;
&lt;br /&gt;
Against the physical resist boss, your melee attack won't be of much help and most of your damage will need to come from fireball. It will take you 7-9 castings of BURNDAYRAZ (depending on your level) to kill this boss. Using a glyph such as {{s|BLUDTUPOWA}} or an item such as the {{i|Crystal Ball}} can be a useful way to get the extra castings needed to finish him off. Otherwise, a mid-battle level-up and a few items to boost your mana should be sufficient.&lt;br /&gt;
&lt;br /&gt;
Recommended classes are Sorcerer, Bloodmage, Wizard, Assassin, Fighter, and Thief.&lt;br /&gt;
&lt;br /&gt;
=== Specialist Spellcaster ===&lt;br /&gt;
The most difficult approach to Rock Garden is as a specialist spellcaster. Although the physical resist boss should be easily dispatched by a well-equipped spellcaster, the magic resist boss will be a more serious challenge. Generally speaking, the easiest approach is just to play as a hybrid instead. It's easier to raise a wizard's weak attack power than it is to punch through a boss with fireball magic alone. If you're determined to follow this route, you will need to either use the PISORF glyph to fight the magic-resist boss (this will take some luck, as PISORF has a roughly 33% chance of appearing), or find a way to dramatically lower his resistances. You will also have to deal with massive mana requirements. The BLUDTUPOWA glyph, piercing wand and crystal ball items, the schadenfreude potion, and an altar to either Mystera Annur or Binlor Ironshield will all help you enormously.&lt;br /&gt;
&lt;br /&gt;
Overall this is a feasible approach, and if you have your heart set on playing a pure spellcaster it's entirely possible, but it's by far the most difficult path. The Elf Wizard is strongly recommended; for any other class, you're better off just playing a hybrid.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=51476</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=51476"/>
				<updated>2015-09-02T16:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;William: /* Knockback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
[[File:Magic resist.png|left]]&lt;br /&gt;
=== Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical resist.png|left]] &lt;br /&gt;
=== Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
[[File:Alchemist's Pact.png|left]]&lt;br /&gt;
=== Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion&lt;br /&gt;
&lt;br /&gt;
[[File:Blood Curse.png|left]] &lt;br /&gt;
=== Blood Curse ===&lt;br /&gt;
Level number increased by 1.&lt;br /&gt;
&lt;br /&gt;
[[File:Body Pact.png|left]]&lt;br /&gt;
=== Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)&lt;br /&gt;
&lt;br /&gt;
[[File:Burning Strike.png|left]] &lt;br /&gt;
=== Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos Form.png|left]] &lt;br /&gt;
=== Chaos Form ===&lt;br /&gt;
Accepted Avatar of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
[[File:Consecrated Strike.png|left]] &lt;br /&gt;
=== Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]] &lt;br /&gt;
=== Corrosive (player) ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Crushing Blow.png|left]] &lt;br /&gt;
=== Crushing Blow ===&lt;br /&gt;
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Immune.png|left]] &lt;br /&gt;
=== Curse Immune ===&lt;br /&gt;
Immune to curses.&lt;br /&gt;
&lt;br /&gt;
[[File:Damage Reduction.png|left]] &lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Gaze Immune.png|left]] &lt;br /&gt;
=== Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Dodge.png|left]] &lt;br /&gt;
=== Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
[[File:Experience Boost.png|left]] &lt;br /&gt;
=== Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied.&lt;br /&gt;
&lt;br /&gt;
[[File:First strike.png|left]] &lt;br /&gt;
=== First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyFireball.png|left]] &lt;br /&gt;
=== Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.&lt;br /&gt;
&lt;br /&gt;
[[File:Humility.png|left]]&lt;br /&gt;
=== Humility ===&lt;br /&gt;
Level lowered by one.&lt;br /&gt;
&lt;br /&gt;
[[File:Indulgence.png|left]] &lt;br /&gt;
=== Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:&lt;br /&gt;
:* if you throw it '''into a wall''', it will take knockback damage&lt;br /&gt;
:* if you throw it '''into a monster''', it will escape before taking knockback damage&lt;br /&gt;
&lt;br /&gt;
[[File:Learning.png|left]]&lt;br /&gt;
&lt;br /&gt;
===  Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.&lt;br /&gt;
&lt;br /&gt;
[[File:Lekon Devout.png|left]]&lt;br /&gt;
=== Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical Attack (Player).png|left]]&lt;br /&gt;
=== Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burn Immune.png|left]] &lt;br /&gt;
=== Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn.&lt;br /&gt;
&lt;br /&gt;
[[File:Might.png|left]] &lt;br /&gt;
=== Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. &lt;br /&gt;
&lt;br /&gt;
[[File:Mystic Balance.png|left]] &lt;br /&gt;
=== Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5.&lt;br /&gt;
&lt;br /&gt;
[[File:Petition.png|left]] &lt;br /&gt;
=== Petition ===&lt;br /&gt;
No random punishments.&lt;br /&gt;
&lt;br /&gt;
[[File:PiercePhysical.png|left]] &lt;br /&gt;
=== Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison Immune.png|left]] &lt;br /&gt;
=== Poison Immune ===&lt;br /&gt;
Immune to poison.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Prestige.png|left]] &lt;br /&gt;
=== Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
[[File:Reflexes.png|left]] &lt;br /&gt;
=== Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike.&lt;br /&gt;
&lt;br /&gt;
[[File:Refreshment.png|left]] &lt;br /&gt;
=== Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%)&lt;br /&gt;
&lt;br /&gt;
[[File:Sanguine.png|left]] &lt;br /&gt;
=== Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. &lt;br /&gt;
&lt;br /&gt;
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
[[File:Schadenfreude.png|left]] &lt;br /&gt;
=== Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Scholar's Pact.png|left]] &lt;br /&gt;
=== Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Pact.png|left]] &lt;br /&gt;
=== Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Strength.png|left]] &lt;br /&gt;
=== Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone form.png|left]] &lt;br /&gt;
=== Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone skin.png|left]] &lt;br /&gt;
=== Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Warrior's Pact.png|left]] &lt;br /&gt;
=== Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Consensus.png|left]] &lt;br /&gt;
=== Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosion.png|left]] &lt;br /&gt;
=== Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
:Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Cursed.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
:Removal: Killing a non-Cursed monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Exhausted.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burned.png|left]] &lt;br /&gt;
=== Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisoned.png|left]] &lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
:Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
[[File:Slow Strike.png|left]] &lt;br /&gt;
=== Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]].&lt;br /&gt;
&lt;br /&gt;
[[File:Weakened.png|left]] &lt;br /&gt;
=== Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Burning.png|left]] &lt;br /&gt;
=== Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
:Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
[[File:Slowed.png|left]]&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
[[File:Wicked Sick.png|left]] &lt;br /&gt;
=== Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the guitar.&lt;br /&gt;
&lt;br /&gt;
[[File:Zotted.png|left]] &lt;br /&gt;
=== Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the Orb of Zot.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Berserks.png|left]] &lt;br /&gt;
=== Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Blinks.png|left]] &lt;br /&gt;
=== Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
:For example:&lt;br /&gt;
:* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
[[File:Bloodless.png|left]] &lt;br /&gt;
=== Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowardly.png|left]] &lt;br /&gt;
=== Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Bearer.png|left]] &lt;br /&gt;
=== Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]] &lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.&lt;br /&gt;
&lt;br /&gt;
[[File:Death-gaze.png|left]] &lt;br /&gt;
=== Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast regen.png|left]] &lt;br /&gt;
=== Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical attack.png|left]] &lt;br /&gt;
=== Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana burn.png|left]] &lt;br /&gt;
=== Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff.&lt;br /&gt;
&lt;br /&gt;
[[File:No_Experience.png|left]] &lt;br /&gt;
=== No Experience ===&lt;br /&gt;
Killing the monster yields No Experience.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff.&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliate-_Fireball.png|left]] &lt;br /&gt;
=== Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.&lt;br /&gt;
&lt;br /&gt;
[[File:Revives.png|left]] &lt;br /&gt;
=== Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spawns.png|left]] &lt;br /&gt;
=== Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}&lt;br /&gt;
&lt;br /&gt;
[[File:Spawn Plants.png|left]] &lt;br /&gt;
=== Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
[[File:Undead.png|left]] &lt;br /&gt;
=== Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakening blow.png|left]] &lt;br /&gt;
=== Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Magic Immune.png|left]] &lt;br /&gt;
=== Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical Immune.png|left]] &lt;br /&gt;
=== Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=51446</id>
		<title>Havendale Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=51446"/>
				<updated>2015-08-24T10:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Havendale_Bridge.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 105%.&lt;br /&gt;
&lt;br /&gt;
== Bridge Troll ==&lt;br /&gt;
This level is bisected by a river with only one crossing. The bridge is guarded by a Bridge Troll, a level 5 monster with berserking, fast healing, and 50% Physical and Magic resistances. It's more difficult than a typical level 5 monster and many characters will be unable to defeat it using only the resources on the first side of the bridge. You can pay 20 gold instead of fighting the troll to access the other side. The WEYTWUT, WONAFYT and PISORF glyphs, if found, can be used to bypass the monster and fight it at a later time. The Bear Mace can also be used for this purpose, making it a good preparation for this dungeon. When defeated, the Bridge Troll drops a Sensation Stone, an item that has no powers but is worth 150 conversion points. In addition, if you use the {{i|Slayer Wand}} on the Bridge Troll, it will drop a Sensation Stone but will respawn on the same spot as a level 10 version with much higher stats. This level 10 version will also drop a Sensation Stone when killed.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The fixed boss on this level is Zin Kibaru: 418 health, 78 damage, 25% Magic resistance, Magical Attack, and Undead. The Tokoloshes on this level each drop a Tokoloshe Charm, a small item that gives 5% magic resistance, so this boss tends to be relatively manageable. The other boss is random. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=51385</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=51385"/>
				<updated>2015-08-14T14:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;William: &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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|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 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;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub enclosed by walls. Requires Alchemist unlocked. Can be used 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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|Eastern Tundra&lt;br /&gt;
|???&lt;br /&gt;
|The Witch tasks you to gather 5 items from killing plants. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|???&lt;br /&gt;
|Sub dungeon with path and 3 Zombies of increasing level. Usable to unlock the Glowing Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. Sub dungeon with your clone. You are locked in once you enter. Usable to unlock Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|???&lt;br /&gt;
|A subdungeon filled with plants. Usable to unlock the Earthmother.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy, you must kill all forms without taking a hit. Usable to unlock Tikki Tooki.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle; 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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center&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&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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Legend of the Signpost Gorgon]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing four piles of gold and the {{i|Gorgward}} (immunity to death gaze, 18 gold, 50 CP, small item).&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, North&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&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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sapphire Helmet]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|Contains a signpost describing the Sapphire Knight, 3 gold piles, and the {{i|Dented Helm}}, which is a large item that grants +1 MP and +1 base attack (18 GP, 30 CP)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Edible Adversaries]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing 3 gold piles, a signpost about Meatmen, and a level 1 {{m|Meatman}}. When killed, the {{m|Meatman}} drops {{i|Nom Nom}}, a consumable large item that increases health bonus by 1 permanently (identical to picking up a health booster) but poisons you (18 gold, 20 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Misplaced Cutlery]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles, three {{i|Spoon}}s, and a signpost describing Gaan-Telet.&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:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Teeth Teeth Teeth]]&lt;br /&gt;
|North, South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles and a {{i|Strange Amulet}} (15g, 35CP).  When the amulet is picked up, the room changes and a level 9 and level 1 {{m|thrall}} appear. The level 9 Thrall drops a {{i|Shadenfreude Potion}}. (at least in the south,) The signpost reads: ''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: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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Serpent Dungeon]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains five gold piles and a level 6 {{m|Serpent}}.  When killed, the {{m|Serpent}} drops a {{i|Fortitude tonic}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Shade Transformation]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains five gold piles and a level 5 &amp;quot;shade&amp;quot; (looks like a palette swapped warlock; 25 damage, 54 HP, retaliates fireball, and revives).  When killed, the shade transforms into a {{m|Djinn}} with identical abilities and stats.  When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Foolish Imp]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles and a level 9 {{m|imp}}.  When killed, the imp drops a {{i|Mana Potion}}.  A sign briefly talks about the foolish decisions of the northern empire.&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:Subdungeon placeholder.png|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:Subdungeon placeholder.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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mad Whispers]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains {{i|Whispergem}}s and picking them up displays a Message. (4% Phys Resistance, not convertable).&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;
|Center, 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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Diary of a Goat]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing 5 of gold, a lv 9 {{m|Goat}} (drops {{i|Dairy Diary}}, worth 100 Cp.) and a signpost talking about the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Spider Lore]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 5 small gold piles and a Spider lore signpost.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon The New World Entrance.png|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;
|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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[I Wish I Could Read]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, some gold piles (sorry, didn't count them at the time), {{i|Fake Beard}} (+5XP when placed in inventory, unconvertible).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[From The Book of Namtar]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, 5 gold piles, {{i|Cracked Soul Orb}} (provides one death protection when placed in inventory, then becomes inert). The sign reads: ''From the Book of Namtar: &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;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Avatar Statue]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5v5 room with 5 small gold piles, an Avatar lore signpost and a level 1 Statue enemy. Physical immune, 3 damage, curse bearer, no experience. Drops {{i|Ritual Scroll}} when killed: large item, 13g 20CP, when consumed grants 5% resists 1 max mana and 3 layers of curse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gold &amp;amp; 3 Imps]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5v5 room with 3 gold piles, 3 lvl1 blinking Imps and an eastern type signboard saying that &amp;quot;The Underworld is near.&amp;quot; Crypt tileset.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[From The Book of Namtar]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, 5 gold piles, {{i|Draining Blade}} (1 lifesteal for 9 layers of curse and 5 of corrosion). Seen in Creeplight.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Depleted Glyph]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, containing a few piles of gold, a signpost, and a depleted glyph. ([[BLUDTUPOWA]], 0 CP)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|South, 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;
|North, 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;
|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: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;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, 5 gold piles, the {{i|Wand of Binding}}, and a signpost that reads: ''The sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago: 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;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crumbling Ward]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, 5 gold piles, the {{i|Crumbling Ward}}, and a signpost.&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;
== 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>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=51322</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=51322"/>
				<updated>2015-08-05T13:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;William: &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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|???&lt;br /&gt;
|???&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:Subdungeon placeholder.png|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 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;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|A sub enclosed by walls. Requires Alchemist unlocked. Can be used 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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|Eastern Tundra&lt;br /&gt;
|???&lt;br /&gt;
|The Witch tasks you to gather 5 items from killing plants. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|???&lt;br /&gt;
|Sub dungeon with path and 3 Zombies of increasing level. Usable to unlock the Glowing Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. Sub dungeon with your clone. You are locked in once you enter. Usable to unlock Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|???&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|???&lt;br /&gt;
|A subdungeon filled with plants. Usable to unlock the Earthmother.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy, you must kill all forms without taking a hit. Usable to unlock Tikki Tooki.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|???&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle; 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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center&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&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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Legend of the Signpost Gorgon]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing four piles of gold and the {{i|Gorgward}} (immunity to death gaze, 18 gold, 50 CP, small item).&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, North&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&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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sapphire Helmet]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|Contains a signpost describing the Sapphire Knight, 3 gold piles, and the {{i|Dented Helm}}, which is a large item that grants +1 MP and +1 base attack (18 GP, 30 CP)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Edible Adversaries]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing 3 gold piles, a signpost about Meatmen, and a level 1 {{m|Meatman}}. When killed, the {{m|Meatman}} drops {{i|Nom Nom}}, a consumable large item that increases health bonus by 1 permanently (identical to picking up a health booster) but poisons you (18 gold, 20 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Misplaced Cutlery]]&lt;br /&gt;
|Center&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles, three {{i|Spoon}}s, and a signpost describing Gaan-Telet.&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:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Teeth Teeth Teeth]]&lt;br /&gt;
|North, South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles and a {{i|Strange Amulet}} (15g, 35CP).  When the amulet is picked up, the room changes and a level 9 and level 1 {{m|thrall}} appear. The level 9 Thrall drops a {{i|Shadenfreude Potion}}. (at least in the south,) The signpost reads: ''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: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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Serpent Dungeon]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains five gold piles and a level 6 {{m|Serpent}}.  When killed, the {{m|Serpent}} drops a {{i|Fortitude tonic}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Shade Transformation]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains five gold piles and a level 5 &amp;quot;shade&amp;quot; (looks like a palette swapped warlock; 25 damage, 54 HP, retaliates fireball, and revives).  When killed, the shade transforms into a {{m|Djinn}} with identical abilities and stats.  When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Foolish Imp]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing five gold piles and a level 9 {{m|imp}}.  When killed, the imp drops a {{i|Mana Potion}}.  A sign briefly talks about the foolish decisions of the northern empire.&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 instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|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:Subdungeon placeholder.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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mad Whispers]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|Contains {{i|Whispergem}}s and picking them up displays a Message. (4% Phys Resistance, not convertable).&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;
|Center, 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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Diary of a Goat]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing 5 of gold, a lv 9 {{m|Goat}} (drops {{i|Dairy Diary}}, worth 100 Cp.) and a signpost talking about the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Spider Lore]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 5 small gold piles and a Spider lore signpost.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon The New World Entrance.png|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;
|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 placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[I Wish I Could Read]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, some gold piles (sorry, didn't count them at the time), {{i|Fake Beard}} (+5XP when placed in inventory, unconvertible).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[From The Book of Namtar]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, 5 gold piles, {{i|Cracked Soul Orb}} (provides one death protection when placed in inventory, then becomes inert). The sign reads: ''From the Book of Namtar: &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;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North&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:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Avatar Statue]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5v5 room with 5 small gold piles, an Avatar lore signpost and a level 1 Statue enemy. Physical immune, 3 damage, curse bearer, no experience. Drops {{i|Ritual Scroll}} when killed: large item, 13g 20CP, when consumed grants 5% resists 1 max mana and 3 layers of curse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gold &amp;amp; 3 Imps]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5v5 room with 3 gold piles, 3 lvl1 blinking Imps and an eastern type signboard saying that &amp;quot;The Underworld is near.&amp;quot; Crypt tileset.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[From The Book of Namtar]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon, 5 gold piles, {{i|Draining Blade}} (1 lifesteal for 9 layers of curse and 5 of corrosion). Seen in Creeplight.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Depleted Glyph]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, containing a few piles of gold, a signpost, and a depleted glyph. ([[BLUDTUPOWA]], 0 CP)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|South, 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;
|North, 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;
|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: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;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, 5 gold piles, the {{i|Wand of Binding}}, and a signpost that reads: ''The sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago: 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;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crumbling Ward]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, 5 gold piles, the {{i|Crumbling Ward}}, and a signpost.&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;
== 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>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Jadetooth_Entrance.png&amp;diff=51321</id>
		<title>File:Subdungeon Jadetooth Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Jadetooth_Entrance.png&amp;diff=51321"/>
				<updated>2015-08-05T13:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;William: William uploaded a new version of File:Subdungeon Jadetooth Entrance.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Entrance to Jadetooth Subdungeon&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Jadetooth_Entrance.png&amp;diff=51320</id>
		<title>File:Subdungeon Jadetooth Entrance.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Subdungeon_Jadetooth_Entrance.png&amp;diff=51320"/>
				<updated>2015-08-05T13:06:38Z</updated>
		
		<summary type="html">&lt;p&gt;William: Entrance to Jadetooth Subdungeon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Entrance to Jadetooth Subdungeon&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Vicious_Gaan-Telet&amp;diff=51319</id>
		<title>Talk:Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Vicious_Gaan-Telet&amp;diff=51319"/>
				<updated>2015-08-05T12:36:44Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would this dungeon not be better described by &amp;quot;ultimate challenge in Desktop Dungeons&amp;quot; rather than penultimate (meaning second to last) challenge, or is the ultimate perhaps reserved for VT VGT or the final triple quests?--[[User:William|William]] ([[User talk:William|talk]]) 12:36, 5 August 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Vicious_Gaan-Telet&amp;diff=51318</id>
		<title>Talk:Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Vicious_Gaan-Telet&amp;diff=51318"/>
				<updated>2015-08-05T12:34:12Z</updated>
		
		<summary type="html">&lt;p&gt;William: Created page with &amp;quot;Would this dungeon not be better described by &amp;quot;ultimate challenge in Desktop Dungeons&amp;quot; rather than penultimate (meaning second to last) challenge, or is the ultimate perhaps r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would this dungeon not be better described by &amp;quot;ultimate challenge in Desktop Dungeons&amp;quot; rather than penultimate (meaning second to last) challenge, or is the ultimate perhaps reserved for VT VGT or the final triple quests?&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=51317</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=51317"/>
				<updated>2015-08-05T12:18:31Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Mana}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|mana burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana, but more importantly offers the unique ability to lower the mana cost of key glyphs.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|mana burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% (60% for a {{c|Bloodmage}}) of your maximum mana (rounded down)&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|mana burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of gold) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|mana burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool&lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|gnomes}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Pactmaker&amp;diff=51314</id>
		<title>The Pactmaker</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Pactmaker&amp;diff=51314"/>
				<updated>2015-08-05T09:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;William: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=The Pactmaker&lt;br /&gt;
|ShortHand=PM&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* None&lt;br /&gt;
|Punishment=&lt;br /&gt;
* None&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
* None&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
* None&lt;br /&gt;
|Boons=&lt;br /&gt;
;Scholar's Pact:'''Whenever you level up''': {{Piety|-10}}, sets current HP to 150% of your max HP and casts {{s|BYSSEPS}} on you&lt;br /&gt;
;Warrior's Pact:'''Whenever you kill a monster without {{t|No Experience}}''': {{Piety|-3}}, +1 Max HP&lt;br /&gt;
;Alchemist's Pact:'''Whenever you use any [[potion]]''': {{Piety|-4}}, +3 XP&lt;br /&gt;
;Body Pact:'''Whenever a monster without {{t|No Experience}} damages you''': {{Piety|-4}}, Grant {{t|Physical resist}} +1% and {{t|Magic resist}} +1%&lt;br /&gt;
;Spirit Pact:'''Whenever you convert an [[Items|item]] or [[glyph]]''': {{Piety|-5}}, +15 bonus conversion points &lt;br /&gt;
;Consensus:'''Effect''': {{Piety|+50}}, {{Piety|-50 max}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Pactmaker''' is not a religion in the same sense as the other eight deities, the Pactmaker is a bit of an enigma.  He offers six pacts with varying effects, and does not require you to &amp;quot;join&amp;quot; his religion.  Instead, the chosen pact will siphon piety away from your current religion to fuel their effect.  This allows the Pactmaker to complement other gods and create unique combinations.  This enables players to use deities that do not offer any worthwhile boons for their strategy, so long as they are capable of earning piety.  The Pactmaker also offers the consensus Pact, granting a massive influx of piety instead of draining it.&lt;br /&gt;
&lt;br /&gt;
You can only ever request a single Pact, and it can never be disabled (though if you run out of piety it will not take you into the negatives) so always choose wisely and ensure you have enough piety income to fuel the pact in question. The Pactmaker will appear sporadically throughout the game, and will only be unlocked once you have unlocked every other altar.  He is widely regarded as one of the most powerful deities in the game for his ability to increase the effectiveness of every other deity.&lt;br /&gt;
&lt;br /&gt;
The Pactmaker is the only altar that cannot be desecrated, as well as the only one that cannot be forced to spawn through preparations.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Because the Pactmaker can be combined with any other deity, he has by far the broadest application and is almost always worthwhile. &lt;br /&gt;
&lt;br /&gt;
=== Scholar's Pact ===&lt;br /&gt;
This Pact is very useful for characters who are performing XP catapults to quickly level-up, granting a one-time bonus every time you gain a level.  It's extremely powerful for any character who needs to get more mileage out of his full heal on level-up.  Naturally, this works even better if you've increased your hit points using boons such as Absolution or Boost Health, but it's not very useful for spellcasters.  This can also be very expensive if you select the Pact early.&lt;br /&gt;
&lt;br /&gt;
=== Alchemist's Pact ===&lt;br /&gt;
This boon is quite expensive and has a lesser effect than most of the other boons.  If you're just a few notches away from leveling up it can be a great &amp;quot;last minute&amp;quot; pact to eke out a little more XP, but the high piety cost and low effect means it's seldom worthwhile unless it's just to push you over the edge.&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Pact ===&lt;br /&gt;
A great Pact for Rogues or anyone who needs to get a little bit more HP to survive the boss.  The Warrior's Pact can easily turn a large number of popcorn monsters into a healthy layer of extra hit points.  However, the piety cost is quite significant and can quickly drain you if you don't have enough piety income to maintain it.  Tikki Tooki, Taurog, and Dracul (with blood tithe and blood hunger) make the best choices when using this boon since they will grant piety to offset the cost whenever you kill a monster.  Worshippers of Jehora Jeheyu are advised to use his &amp;quot;boost health&amp;quot; boon rather than attempt to use this Pact.&lt;br /&gt;
&lt;br /&gt;
=== Body Pact ===&lt;br /&gt;
Very similar to the Warrior's Pact, the Body Pact will allow you to accrue resistances.  This is both the most powerful and most expensive of the Pactmaker's pacts.  You usually need to begin using this pact early, since it only triggers if the monster successfully attacks you.  You also need an enormous amount of piety income to maintain it.  This boon works best with the Earthmother, Binlor, Taurog, Mystera, and Glowing Guardian; deities that can generate large amounts of piety for low-level characters.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Pact ===&lt;br /&gt;
Although the amount of conversion points appear low, they can add up if you convert some low-cost items that are bought from shops.  The piety cost can be a very difficult to sustain, and the benefits can be difficult to accrue in large amounts.  This pact is usually only worthwhile for characters which literally have nothing better to spend their piety on, and it's almost always preferable to go with other Pacts.  For instance, Dwarves will almost always end up with significantly more hit points at a lower piety cost by using the Warrior's Pact and Goblins will get more XP by using the Alchemist's Pact.  Unless you're a human or orc desperate for damage or an elf desperate for mana, there's little reason to pick this pact over the other superb options offered here.&lt;br /&gt;
&lt;br /&gt;
=== Consensus ===&lt;br /&gt;
Very simple: your piety maximum is reduced to 50 and you get filled up to this lower maximum.  For most deities, this isn't a big deal, and if you're having trouble earning piety it's unlikely you'll hit the lower cap.  This pact works well if you get stuck in a religion and cannot convert out, or if you desperately need a specific boon.&lt;br /&gt;
&lt;br /&gt;
You can still select a boon after using consensus, but you cannot select consensus after selecting a boon (so you can't just make a pact and still get some free 50 piety during the endgame).  Pay careful attention to the order in which you do things, because this particularly pact option is quite fickle.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
===Piety payment and indulgences===&lt;br /&gt;
Note that piety payments count as punishments from Pactmaker. It will thus trigger indulgences.&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>William</name></author>	</entry>

	</feed>