Difference between revisions of "Unlocking content"
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== Dungeons == | == Dungeons == | ||
− | {{Unlock | + | {{Unlock|Hexx Ruins}} |
− | {{Unlock | + | {{Unlock|Ick Swamp}} |
− | {{Unlock | + | {{Unlock|Naga City}} |
− | {{Unlock | + | {{Unlock|Labyrinth}} |
− | {{Unlock | + | {{Unlock|Dragon Isle}} |
− | {{Unlock | + | {{Unlock|Halls of Steel(Hard)}} |
− | {{Unlock | + | {{Unlock|Halls of Steel(Vicious)}} |
− | {{Unlock | + | {{Unlock|Namtar's Lair}} |
− | {{Unlock | + | {{Unlock|Shifting Passage}} |
− | {{Unlock | + | {{Unlock|Demonic Library}} |
− | {{Unlock | + | {{Unlock|Gaan'talet(Hard)}} |
− | {{Unlock | + | {{Unlock|Gaan'talet(Vicious)}} |
== Races == | == Races == | ||
− | {{Unlock | + | {{Unlock|Gnomes}} |
− | {{Unlock | + | {{Unlock|Halfling}} |
− | {{Unlock | + | {{Unlock|Orc}} |
− | {{Unlock | + | {{Unlock|Goblin}} |
== Classes == | == Classes == | ||
− | {{Unlock | + | {{Unlock|Fighter}} |
− | {{Unlock | + | {{Unlock|Berserker}} |
− | {{Unlock | + | {{Unlock|Warlord}} |
− | {{Unlock | + | {{Unlock|Thief}} |
− | {{Unlock | + | {{Unlock|Rogue}} |
− | {{Unlock | + | {{Unlock|Assassin}} |
− | {{Unlock | + | {{Unlock|Priest}} |
− | {{Unlock | + | {{Unlock|Monk}} |
− | {{Unlock | + | {{Unlock|Paladin}} |
− | {{Unlock | + | {{Unlock|Wizard}} |
− | {{Unlock | + | {{Unlock|Sorcerer}} |
− | {{Unlock | + | {{Unlock|Bloodmage}} |
− | {{Unlock | + | {{Unlock|Tinker}} |
− | {{Unlock | + | {{Unlock|Transmuter}} |
− | {{Unlock | + | {{Unlock|Crusader}} |
− | {{Unlock | + | {{Unlock|Half-Dragon}} |
− | {{Unlock | + | {{Unlock|Gorgon}} |
− | {{Unlock | + | {{Unlock|Vampire}} |
== Monsters == | == Monsters == | ||
− | {{Unlock | + | {{Unlock|Wraiths}} |
− | {{Unlock | + | {{Unlock|Goo Blob}} |
− | {{Unlock | + | {{Unlock|Gorgon}} |
− | {{Unlock | + | {{Unlock|Bandit}} |
− | {{Unlock | + | {{Unlock|Serpent}} |
− | {{Unlock | + | {{Unlock|Dragon Spawn}} |
− | {{Unlock | + | {{Unlock|Goat}} |
− | {{Unlock | + | {{Unlock|Golem}} |
== Items == | == Items == | ||
− | {{Unlock | + | {{Unlock|Whhurrgll}} |
− | {{Unlock | + | {{Unlock|Trisword}} |
− | {{Unlock | + | {{Unlock|Midas Gloves}} |
− | {{Unlock | + | {{Unlock|Agnostic's Collar}} |
− | {{Unlock | + | {{Unlock|Blue Bead}} |
− | {{Unlock | + | {{Unlock|Viper Ward}} |
− | {{Unlock | + | {{Unlock|Soul Orb}} |
− | {{Unlock | + | {{Unlock|Venom Blade}} |
− | {{Unlock | + | {{Unlock|Vampiric Blade}} |
− | {{Unlock | + | {{Unlock|Matyr Wraps}} |
− | {{Unlock | + | {{Unlock|Witchalok Pendant}} |
− | {{Unlock | + | {{Unlock|Fire Heart}} |
− | {{Unlock | + | {{Unlock|Mage Plate}} |
− | {{Unlock | + | {{Unlock|Battlemage Ring}} |
− | {{Unlock | + | {{Unlock|Hero's Helm}} |
− | {{Unlock | + | {{Unlock|Zombie Dog}} |
− | {{Unlock | + | {{Unlock|Crystal Ball}} |
=== Artifacts === | === Artifacts === | ||
− | {{Unlock | + | {{Unlock|Dragonshield}} |
− | {{Unlock | + | {{Unlock|Avatar's Symbol}} |
− | {{Unlock | + | {{Unlock|Namtar's Ward}} |
− | {{Unlock | + | {{Unlock|Sensation Stone}} |
== Gods == | == Gods == | ||
For all gods, once you have touched the altar and leave the sub-dungeon they are unlocked. You can retire or die or complete. | For all gods, once you have touched the altar and leave the sub-dungeon they are unlocked. You can retire or die or complete. | ||
− | {{Unlock | + | {{Unlock|Glowing Guardian}} |
− | {{Unlock | + | {{Unlock|Dracul}} |
− | {{Unlock | + | {{Unlock|Mystera}} |
− | {{Unlock | + | {{Unlock|Jehora Jeheyu}} |
− | {{Unlock | + | {{Unlock|Taurog}} |
− | {{Unlock | + | {{Unlock|Binlor}} |
− | {{Unlock | + | {{Unlock|Tikki Tooki}} |
− | {{Unlock | + | {{Unlock|Earthmother}} |
− | {{Unlock | + | {{Unlock|Pactmaker}} |
== Buildings == | == Buildings == | ||
− | {{Unlock | + | {{Unlock|Witch}} |
− | {{Unlock | + | {{Unlock|Alchemist}} |
− | {{Unlock | + | {{Unlock|Bazaar}} |
− | {{Unlock|Bank | + | {{Unlock|Bank}} |
− | + | ||
− | + |
Revision as of 00:41, 20 April 2012
Here's a brief summary on how to unlock the game content.
Contents
Dungeons
Template:Meta-Unlock Template:Meta-Unlock
Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.
Overview
Monsters: Dragon Spawns,
Goo Blobs,
Nagas,
Serpents,
Warlocks,
Acid Blobs,
Burn Vipers,
Vampires. Monster difficulty is 150% on the main map, and 120% in the arena.
Boss: Nine of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (475 HP, attack 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)
Special Rules
No altars spawn in the first area unless prepared.
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless.
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.
Strategy
Naga City is considered to be the most difficult of the directional Vicious dungeons (with only Vicious Gaan-Telet surpassing it). The monsters are tough; there are many bosses, each with different abilities, so each character will have difficulty facing at least one of them; and more importantly, the arena is separated from the main map, and it is impossible to return after descent. As difficult as the main map might seem, the real challenge is the arena, and the top part should be viewed as a preparation area designed to equip the player with the resources needed to beat the Arena. Some things to consider:
- Do not use any expendable resources (like Potions) on the main map. Save everything you can for the Arena.
- Take/buy everything you will need from the main map. Convert everything you cannot take to the Arena due to inventory limitations.
- There is by default no Altar on the main map. If you want to build up some Piety and grab some early boons, you must play a Crusader or use a Church preparation.
- You want to squeeze everything you can from the main map. The only exception to this is Experience; most characters benefit from descending just a few XP shy of a level-up, to be able to use the level-up refill during the first boss-fight. That said, a minimum level of 8-9 is recommended, because for a lower level character, defeating the first bosses could take too many resources.
Preparations:
- Most melee builds will want to build resistances. Unlike in Vicious Gaan-Telet, in Naga City it is not mandatory to do so, the map can be won without resistances; however, it is significantly easier with them. Consider the
Dragon Shield preparation for melee builds, or the
Crystal Ball for spell-casting builds.
- Choosing a Church preparation can be very beneficial, as the map has no default altars. Generally the best starting deities are
Jehora Jeheyu,
Mystera Annur or
Binlor Ironshield. Since the Arena has all altars, you can count on having a guaranteed altar conversion if needed.
- For the Potion Kit it is strongly recommended to take a
Can of Whupaz. This is also valid for pure spellcaster builds. The Super Meat Man has a lot of hit points, reducing that with the Whupaz still leaves a lot to be plowed through.
Schadenfreude Potion is also a good pick for most builds.
- If you do not worship Binlor, preparing the
Bear Mace might be a good idea to increase the odds of finding the secret subdungeon. It is usually worth it just for this purpose, even if you will convert it off immediately afterwards.
Builds
Recommended Races: Any except Goblin. The dungeon is long and experience is plentiful, including options for additional experience to trigger level-up catapults; this makes the Goblin's bonus largely useless here. As a lot of fighting will happen at L10, the
Human is slightly better than the
Orc for purely melee builds (though the Orc can still be better for builds relying heavily on knockback damage).
Gnome or
Elf can work equally well, as there are additional Mana Potions available in the Arena. The same goes for
Dwarf or
Halfling.
Recommended Classes
The Wizard does not suffer from the inventory constraints as much as other classes, making it probably the best class for a spell-casting approach. Sample build:
Elf Wizard of Mystera. Alternatively try the Gnome Sorcerer of Mystera.
The Monk has high physical resistance and is able to efficiently regenerate in the limited blackspace available in the Arena. Sample build:
Orc Monk of Binlor. Alternatively try the Orc Paladin of Binlor.
Quests
Vicious
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable Gorgon monster class.
Many curious explorers wander into the ancient underground structure known only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.
The Labyrinth
This is one of the most twisted dungeons in the game, often barring further exploration with tough monsters. Generally speaking, the weakest monsters are near the center of the labyrinth and the stronger monsters in the outer-most portion. Since most strategies need to seek stronger foes early, this make it difficult to gain bonus XP. Worse, once you do start to encounter the stronger foes, you may have precious few tiles left to explore. Using Binlor's boons, ENDISWAL, PISORF, or any kind of knockback to punch holes in the Labyrinth walls can make this dungeon considerably easier to navigate and win. If you're not interested in using knockback, the Titan Guitar is a fantastic locker preparation for this dungeon.
Monster difficulty is 130%.
Rex
There are two bosses in the Labyrinth. One of them is chosen randomly, and the other is "Rex" the Minotaur. Once Rex has been discovered, he will chase you around the dungeon. Every time you kill a monster, he will appear next to you, potentially trapping you. Rex will never appear at a diagonal; he will always appear beside, above, or below you. Use this to position yourself to ensure a safe escape. If you do not discover Rex early enough, he will eventually come and seek you out after you've killed enough monsters.
Rex has relatively high attack damage, and he berserkers when his health gets low enough, pushing that damage even higher. However, his hit points are sub-par and he has no magic resistance. This makes him incredibly weak to a spellcaster. Anyone with the BLUDTUPOWA glyph and sufficient unexplored tiles can easily kill him just with hit-and-run BURNDAYRAZ attacks. The greater difficulty will be navigating the labyrinth to do so, and uncovering Rex early enough.
Rex starts following you either if you uncover him, or after exactly 20 kills, whichever happens first.
Suggested Classes
Bloodmage
With the spellcasting power to turn Rex into a smoking crater, and a large "bank" of extra healing from his blood pools to deal with the other boss, the Bloodmage is a superb class for this level. Be sure to prepare the fireball magnet so that you begin with the BURNDAYRAZ glyph. Due to the nature of the labyrinth, you may have trouble finding it. Elf or Gnome make good choices for someone focusing on the spellcasting route, while Human and Orc work well for those who want to focus more on a hybrid.
Warlord
Using his CYDSTEPP ability, the Warlord can continue to effectively fight with Rex even after he's gone berserk. This makes the Warlord a reliable melee-specialist class for taking on this dungeon. The Orc or Gnome races are recommended.
Wizard
A good spellcasting class like the bloodmage, but somewhat less reliable due to the fact that he does not begin with the BLUDTUPOWA glyph. His glyph sense, however, allows him to quickly find other useful spells from within the dungeon. With good preparations, the wizard is a reliable pick.
Paladin
As most of the monsters in this dungeon - including Rex - deal physical damage, the Paladin is a reliable class for The Labyrinth. Improving his resistances further via items or boons can make fighting the monsters in the dungeon easy. Consider prepping a god like Binlor or Dracul to this end (Binlor also guarantees PISORF / ENDISWAL to avoid getting stuck).
Quests
The only quest in The Labyrinth is Muu..., which requires one to defeat The Labyrinth with the Fighter, Berserker, and Warlord. Completing this quest will unlock Dragon Isles and give 500 gold. As noted above, the Warlord is well suited to this dungeon. The other two classes will take more extensive strategies and a good deal of luck to beat.
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Dragon Isle Halls of Steel(Hard) Halls of Steel(Vicious)
You've tracked the undead scourge to its source: an ancient lair belonging to the immortal Namtar. It is said that death itself can neither see nor control him.
Namtar's Lair is a Vicious level dungeon located in the East. It is unlocked by completing Dancing Blades.
Overview
Namtar's Lair has a massive, 4-level subdungeon where the majority of the boss fights take place. The stairs to enter this lair are initially inaccessible, and only become accessible while carrying Namtar's corpse. While the surface has all the normal dungeon elements including a secret sub entrance, the lair levels are each sealed off from both the surface and each-other. This effectively means that during the later stages of the boss fights, the surface resources (altars, blood pools, shops, etc.) can no longer be accessed.
Monsters
Frozen Troll: Cowardly, Magical Attack, Physical Resist 50%, Magical Resist 50%
Warlock: Magical Attack
Goo Blob: Physical Resist 50%
Shade: Lifesteal 40%, Physical Resist 30%, Blinks, Undead
Burn Viper: Mana Burn, Blinks
Zombie: Undead, Bloodless
Golem: Magic Resist 50%
As the Shades and Burn Vipers blink, they are hard to wear down via multiple hits until the map is almost completely explored. Additional difficulty is that if the Shades teleport into black space, they can use their Lifesteal again (except when revealed by BLUDTUPOWA). However, only the Zombies are bloodless. Monster Attack and Defence is at 150% versus nominal, which is one of the toughest monster difficulties in the game. All subdungeons have 100% difficulty.
Bosses
The boss of the dungeon, Namtar, has six forms. Each form must be defeated in succession to win the dungeon. Once Namtar's first form is defeated on the main map, he revives and must be defeated again. After that, his corpse becomes an item that must be picked up and carried into the actual lair subdungeon. The staircase leading into the lair is only usable after Namtar's corpse has been picked up. The lair has four levels, and Namtar revives in each level and must be defeated anew, until on the fourth lair level he can be finally defeated. His abilities and stats change from form to form.
Namtar (1): Druid icon, Attack 112, Health 476, Magic Resist 50%, Magical Attack, Poisonous, Mana Burn
Namtar (2): Druid icon, Attack 112, Health 476, Magical Attack, Weakening Blow, Corrosive, Curse Bearer
Namtar (3): Vampire icon, Attack 75, Health 238, Physical Resist 75%, Fast Regen, Undead, Bloodless
Namtar (4): Vampire icon, Attack 75, Health 318, Cowardly, Retaliate:Fireball, Berserks at 50%, Undead, Bloodless
Namtar (5): Vampire icon, Attack 37, Health 238, Cowardly, Death Protection (3), Magical Attack, Berserks at 75%, Undead, Bloodless
Namtar (6): Zombie icon, Attack 1, Health 79, Cowardly, Retaliate:Fireball, Undead, Bloodless
The first two forms are arguably the tougher because of the highest health and the highest damage inflicted. That said, spending too many resources on them can seriously hinder fighting the later forms especially in light of the penalties received within the lair proper, and being deprived of the surface resources like altars and blood pools. His last four forms are all Undead.
Special
When you enter the lair - or descend into a deeper level - you may no longer return to the main map, or any previous lair levels. The first three lair levels have a moderate amount of black tiles that allow a decent amount of regeneration and may even be used to Regen-fight (or Corrode-poke) some of Namtar's forms. Each of these levels also host 3 low-mid level Imps in addition to Namtar's next form. The fourth lair level is very small and hosts no other monsters except for the final form of Namtar. Furthermore, after defeating the 3rd, 4th and 5th form of Namtar, the player receives a penalty that includes several malevolent effects.
Imps:
- Lair level 1: Level 1, 3, 4
- Lair level 2: Level 3, 5, 6
- Lair level 3: Level 5, 7, 8
Penalties:
- Namtar Form 3: -10 max Health, -2 max Mana, -5 base Damage
- Namtar Form 4: -10 max Health, -2 max Mana, -5 base Damage, removes all your
Magic resist and
Physical resist
- Namtar Form 5: -10 max Health, -2 max Mana, -5 base Damage, applies 10 stacks of
Corrosion and
Weakened each.
Strategy
On top of the high monster difficulty, Namtar's Lair deprives you of all surface resources for the last four boss fights. Furthermore, the different forms have very different abilities, and at least one form will prove very challenging for each specialized build. For example, relying on fireballs will make forms 1 and 4 hard to defeat thanks to their respective magic resist and retaliate: fireball traits. Relying on physical damage will make form 3 very difficult thanks to its high physical resist and doubled regeneration rate.
Flexible / hybrid builds will generally fare better than very specialized builds. Reliance on a specific tactic will require the proper preparation; for example, to maintain the Warlord's ability to cast CYDSTEPP, Mystera or the Elven Boots are recommended to offset the Mana reduction penalties. That said, some tactics will still be impossible after a certain point (i.e. reliance on Resistances).
It is recommended that the player conserve resources like Potions and single-use items as much as possible before entering the lair subdungeon, as the subsequent forms of Namtar are each challenging. It is also recommended that the player fully explore the main map, as well as pick up or buy any items they will need, as there is no turning back after descent.
Recommended Classes: Priest,
Half-Dragon,
Wizard,
Warlord,
Fighter
The surface dungeon is not pronouncedly maze-like, however there are still chokepoints that can be (and usually, are) blocked by monsters. Therefore preparations or magic that destroys walls, or teleports/moves monsters, will become useful during the course of exploration. Because the monster difficulty is high, and the monsters have nasty traits like Blink and high resistances, significantly higher-level kills are usually off the table. Most characters will barely be able to manage monsters that are one level higher. Which makes the Fighter class - and the
Balanced Dagger item - unexpectedly good for this level.
The first form is easiest to dispose of via Melee, and his Poison and Mana Burn make regen-fighting and hybrid tactics impossible for most characters. Dedicated spellcasters can overpower this form also using only fireballs (possibly relying on resistance-bypassing effects like the Piercing Wand or the
Chaos Avatar, Weakening or
Stone Heart boons), however
PISORF is greatly preferred as it bypasses the magic resistance completely. This alone would make Binlor Ironshield a good initial deity to worship.
The second form lends more easily to spells, because players will likely want to reduce the number of melee hits because of the afflictions. That said, high-damage dealing melee builds can also overpower this form without being crippled by his Weakening/Corrosion/Curse. It's good to leave at least a few low-level monsters to un-Curse after this bossfight. Cleansing can effectively remove a few stacks of afflictions.
The third form is the most difficult for primarily melee builds thanks to the combination of high Physical Resist and Fast Regen. Fireball-casters will find this form very easy to deal with. An Elf can usually kill this form with a level-up without having to spend any resources. More melee-focused characters though will benefit a lot from being able to do magical damage (being a Half-Dragon, or taking a last Cleansing before descent helps). Be aware that
PISORF will not work well against this form, so it is recommended to keep
BURNDAYRAZ if only against this form.
The fourth form is a nightmare for fireball-users thanks to its Retaliate: Fireball. Damage Reduction and/or health restoration helps endure the retaliation attacks, or teleportation magic can prove to be a mana-costly but effective way to avoid it altogether. That said, melee approaches or reliance on PISORF can greatly simplify this boss fight.
The fifth form is not very difficult, and can be effectively regen-fought by most characters, and the sixth form has only nominal stats. Unless the character is completely depleted and has been crippled by the several punishments and afflictions, they should not prove to be challenging.
Some altars to keep an eye out for:
-
Binlor Ironshield offers several useful boons to deal with this map. Resistances can help during leveling and fighting the first two forms of Namtar; his free PISORF glyph helps a lot against the first and fourth forms; his boons help de-clog the map, as well as access the secret subdungeon (and some walled-off blackspace tiles); he can reduce Form1's resistances, and give knockback & Might that help against some of the later forms. Overall one of the best starting deities for Namtar's Lair.
- Both the
Glowing Guardian and
Jehora Jeheyu help boost Health & Mana bars and offers ways to remove afflictions. The bar boosts are especially welcome in light of the punishments suffered within the lair. GG's Cleansing boon is an extremely useful temporary effect to have when descending into the lair, and is often worth joining GG just for this one boon.
-
Mystera Annur offers
Refreshment, which is an excellent way to gain mana restoration without having access to any altars, as well as offers small boosts to spellcasting effectiveness that make the fight against Form 3 much easier.
-
Dracul offers Lifesteal and Sanguine, which can be useful against all forms of Namtar.
Quests
There are no quests associated with this dungeon. However, upon completion the player is rewarded with Namtar's Ward.
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The arch-wizards of the old desert empire played with hellfire, and their entire civilisation suffered for it. Now malevolent beings seek to bring forth a world-destroying force.
Demonic Library is a Vicious-level dungeon located far to the North. It is unlocked by defeating Shifting Passages. The map consists of the main (library) part, as well as a special subdungeon hosting the boss of the dungeon (arena).
Overview
Monsters
Imp: Blinks
Succubus: Weakening Blow, Death Gaze 50%
Djinn: Magical Attack, Retaliate: Fireball
Doom Armour: Berserks 50%, Death Protection 1/Level
Cultist: Cowardly, Respawns (into: one level lower
Zombie: Undead, Bloodless )
Thrall: Undead, Bloodless, Poison, Mana Burn
Steel Golem: Curse Bearer, Physical Resist 25%
Monster difficulty is 140%, 100% in the Avatar's floor.
Bosses
The boss is The Avatar ( Animated Armour icon, Attack 75, Health 954, Physical Resist 25%, Magical Resist 75%, Berserks 25%). However, in order to enter the Arena under the library where the Avatar resides, the five Demon Lords must normally be defeated:
Perivolcan Ze: Attack 105, Health 222, Magic Resist 50%, Corrosive; found in the top left corner of the map
Perivolcan Pa: Attack 105, Health 222, Physical Resist 50%, Weakening Blow; found in the top right corner of the map
Mesostel Pa: Attack 105, Health 222, Curse Bearer, Mana Burn, Deathgaze 100%; found at the right side of the map
Aphelion: Attack 105, Health 222, First Strike, Poisonous, Magical Attack; found at the very bottom of the map
Mesostel Ze: Attack 105, Health 222, Magical Attack, Retaliate: Fireball; found at the left side of the map
The Demon Lords each have identical stats, but different traits.
Special Rules
Defeating any Demonlord will give one layer of Death Protection to another one (chosen randomly). Defeating all five Demon Lords will remove all unbreakable walls from the map, thus unlocking the central entrance to the circular arena where the Avatar resides.
Striking the Avatar in melee or via BURNDAYRAZ produces several level 10 "???" enemies, with random palette swaps and abilities. PISORFing the Avatar does not produce ???s. ???s are not no-experience enemies, and easier ???s can be killed to level up if you need.
Strategy
Recommended Classes/Races
Recommended Classes: Paladin,
Warlord,
Bloodmage,
Thief,
Crusader or
Tinker.
Recommended Races: Orc,
Gnome,
Halfling.
Because the Demon Lords have various traits, most strategies will find at least some of them more difficult to defeat. Generalist classes like the Thief or Tinker will benefit from their versatility; Paladins will have an easier time defeating the Avatar; Warlords have an easier time defeating the Demon Lords; and Bloodmages can tap into the blackspace of the Library Walls and fully benefit from the sizeable blackspace of the Arena itself. Although Crusaders will get limited use of MOMENTUM because of the number of bosses (although, a little well-timed momentum can help dispose of a problem Demon Lord quickly),
SCARS will help provide more targets for leveling and help with two of the Demon Lords. Not worrying about curses means that they'll always be able to use the resistances from prepping
Dragon Shield and
Patches the Teddy, which will help with getting an early start on the Demon Lords with their 105 damage attacks and staying power against the Avatar at the end.
In terms of races, because of the need to spike potentially multiple bosses, the potion races generally fare well. Orc does well because of the decent early-game damage boost that helps against the non-trivial monsters occupying the map.
Fighting the Demon Lords
Because each dying Demon Lord will give a layer of Death Protection to one of the remaining Demon Lords, leaving the most difficult lords for last might prove to be counter-productive. It is generally a good idea to start with one or two easier demon lord, but then take on the most difficult one after them, timing level-ups and using up some of the potions / other resources to defeat him.
It's a good start to kill a boss around L5-6. Take care of your exp bar and use level catapults properly. Generally, caster starting can spike Perivolcan Pa (top right corner) with level catapults and mana potions. The exp bonus is sizable, and it helps you level very fast.
Because you want to kill the Demon Lords at low level, regen-fight is generally out of the consideration and damage spike needs a level catapult and often consumes some more resources. An early Orb of Zot bomb makes the fight considerably easier.
Fighting The Avatar
Before engaging The Avatar in the bossfight, it can be beneficial to move him right next to the stairs using teleportation magic or PISORF. Otherwise the minions that spawn when he is struck will clog the whole map, making the stairs back to the surface inaccessible. Having him right next to the stairs leaves access to the resources (altars, shops, monsters, blood pools) within the library itself.
This alone makes Binlor a good diety to worship. Having knockback or PISORF will ensure you to move the Avatar next to the stairs, and positioning one ??? behind him will allow additional knockback damage. Binlor also poses a method for eroding the Avatar's 25% physical resistances.
Fighting the ???s
Advanced players can leverage spawned ???s to their advantages. Hitting The Avater with a melee attack, BURNDAYRAZ (but not
PISORF!), or popping its
Burning stack will spawn several ???s on the arena floor. They are all level 10 with different stats.
- Random damage
- Random health
- 50%
Magic resist or 50%
Physical resist
-
Bloodless or not
The important thing is they ARE XP-valuable. Because some ???s would be quite weak and there is a large chunk of blackspace in the arena, the player can level-up or at least prepare a levelup catapult for fighting The Avatar. If you have knockback, you can ensure that you are not cut from the main floor while spawning some ???s.
Trivia
According to an experiment, though it is actually possible to snipe The Avatar without defeating any Demon Lord, all Demon Lords should be defeated to win the dungeon.
Quests
Requires Enhanced Edition: The Moving of the Cheese - Complete Demonic Library with any 3 classes. Unlocks the playable Rat Monarch monster class. The Avatar drops the
Avatar's Codex.
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Gaan'talet(Hard) Gaan'talet(Vicious)
Races
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Classes
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Monsters
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Items
Whhurrgll Trisword Midas Gloves Agnostic's Collar Blue Bead Viper Ward Soul Orb Venom Blade Vampiric Blade Matyr Wraps Witchalok Pendant Fire Heart Mage Plate Battlemage Ring Hero's Helm Zombie Dog Crystal Ball
Artifacts
Dragonshield Avatar's Symbol Namtar's Ward Sensation Stone
Gods
For all gods, once you have touched the altar and leave the sub-dungeon they are unlocked. You can retire or die or complete. Template:Meta-Unlock Template:Meta-Unlock
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Buildings
The Witch is responsible for the adventuring kit that your adventurers bring with them into the dungeon. Without a Witch, the adventuring kit contains one Health Potion and one
Mana Potion. As you upgrade your Witch through the Complicated tasks series of quests, the number and quality of potions you can prepare will improve.
The Witch is unlocked by completing Search for the Witch and upgraded by doing a series of Complicated tasks.
Upgrades
Level 0 - Shack
An improvised settlement for your Kingdom's very own Witch. Its fourth wall is missing.
- Description: The Witch frowns as you enter. "You know, this may just be another building on your Kingdom Screen, but you'd think that a simple upgrade to something nicer than this patchwork excuse for a home would be in order." "Once you've hit that Upgrade button, I'll see about offering you some useful witchy potion stuff, okay?"
- Cost to upgrade: 200g
Level 1 - Witch Hut
"I know you're reading this tooltip. Please mind your own business."
- Description: The Witch smirks at you. "Now THIS is much more like it! A respectable abode for a respectable occultist!" "For a fee, I can improve your potion kit on dungeon runs. I'll start you with one extra slot, and you can have more as your game progresses."
- Cost to upgrade: 600g
- Allows you to prepare up to 3 potions
- Unlocks preparations:
Fortitude Tonic and
Burn Salve
Level 2 - Witch Cottage
"Why do you keep reading these tooltips? Don't you have something better to do?"
- Description: The Witch gives you a toothy smile. "Well, aren't you just a complete darling? Not only do you perform all these unnecessary tasks for me, but you also pay for my home improvements on top of it." "I suppose you're expecting some kind of reward, so here's a few extra potion types to get you going."
- Cost to upgrade: 1250g
- Unlocks preparations:
Strength Potion and
Schadenfreude Potion
Level 3 - Witch Haven
"You don't get any achievements for reading these things, you know."
- Description: The Witch grins broadly. "FINALLY! A max-level building of my very own! Here's all the potions I've got for you until the developers get creative. Or bored."
- Allows you to prepare up to 4 potions
- Unlocks preparations:
Quicksilver Potion,
Reflex Potion, and
Can of Whupaz
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Unlocked by purchasing a Philosopher's Stone at a store and exiting the dungeon without dying. (Philosopher's Stone start appearing in stores as soon as you upgrade bazaar to level 2)
Upgrades
Level 0 - Horrible Wagon
This smells utterly awful.
- Description: Faint tittering can be heard from inside the noisome wagon. "I haz secretz, but I need gold. Will make neat thingz."
- Cost to upgrade: 1200g
Level 1 - Alchatraz Labz
The smell has become decidedly toxic.
- Description: This makeshift lab is dedicated to the noble and vaporous study of alchemy. For years, alchemists have sought the means to transform plentiful gold into precious, useful, malleable lead. It would usher forth a glorious new era of good plumbing. "Moar gold! Then lead?"
- Cost to upgrade: 1200g
- Provides preparations:
Level 2 - Alchemy-4-Ye
This is truly the armpit of hell.
- Description: The alchemist has come no closer to his ultimate, weighty goal, but his efforts have produced a slew of useful cantrips. In turn, you refuse to come any closer to the alchemist, although your adventurers have been known to brave the stink.
- Provides preparations:
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The Bazaar is a building that makes shops spawn. After you unlock the bank and start the game proper, your next dungeon run will turn up a shop that sells a Gate Scroll. Leaving the dungeon with it unlocks the Bazaar. In order to use it, though, you need to upgrade it for 200 gold. After that, it'll give you a quest to buy every item in a dungeon run. If you swing that, it unlocks the level 2 Bazaar. From there, once you've unlocked the level 3 Bank and beaten Hexx Ruins at least once, a special subdungeon will randomly appear that will unlock Ick Swamp and get you a quest to buy every item on Hexx Ruins. After that, you can pay 1200 gold to unlock the level 3 Bazaar.
Upgrades
Level 0 - Dimensional Gate
It's a mysterious dimensional gate. This pretty much demands investigation.
- Description: A bored-looking demon loiters around the entrance to this strange portal. You catch his eye and he drawls, "Oh, hey. You want Bezar to set up now? He charges an establishment fee, y'know." When you upgrade this building, something will happen. We're not allowed to tell you what. Sorry.
- Cost to upgrade: 200g
Level 1 - Bezar's Bizarre Bazaar
Is it a demon? Is it a market? Nay, it's an entire dimension of unbelievable savings!
- Description: Sometimes, strange and unfathomable creatures set up mobile markets. In other cases, such creatures ARE the markets. Bezar's an example of the latter, and explaining it is both difficult and insanity-provoking. This curious demon's tendrils have spread throughout the realm, spawning 4 shops inside every dungeon. Happy buying!
- Cost to upgrade: 600g
Level 2 - Bezar's Bizarrer Bazaar
Is it a demon? Is it a market? Nay, it's an entire dimension of unbelievable savings!
- Description: Kingdom scholars still can't find an explanation for Bezar's existence or motives, while Kingdom adventurers still can't find a match for its super-low prices and broad range of stock. Bezar's grip on our world has strengthened, spawning 6 shops inside every dungeon. Happy buying!
- Cost to upgrade: 1200g
- Provides preparations:
- Shop Scroll - Start the dungeon with a scroll that summons a shop at the location used.
- Apothecary - Spawns two extra Apothecaries in the dungeon.
Level 3 - Bezar's Dimensional Trading LLC
Is it a demon? Is it a market? Nay, it's an entire dimension of unbelievable savings!
- Description: Bezar never speaks to Kingdom inhabitants directly, but seems sentient enough to respond to consumer needs. This living market has recently harnessed another portal, giving access to much rarer items and spawning 8 shops inside every dungeon. Happy buying!
- Unlocks veto slots through the Bank and class challenges.
- Unlocks elite item shops (even if not prepared)
- Provides preparations:
- Elite Items - You are more likely to find Elite Items in the shops.
- Quest Items - You are more likely to find Quest Items in the shops.
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The Bank determines the maximum quantity of gold your kingdom can hoard. If you exceed the bank's limit, your adventurers will stop earning gold until the bank is upgraded. The Bank also determines how much gold your adventurers carry with them into the dungeon.
A level 1 Bank is received for free upon completing the introductory banker quests, Dangerous Investments and Venture Capital. It is upgraded to level 2 upon completing What's a Moneybin?, and to level 3 upon completing Automagic Teleport Machine.
Upgrades
Level 1 - Orson, Murkob and Grubbs
Loan sharks. The precursor to formal banking systems the world over!
- Description: By channeling the ancient art of economics, these financomancers are adept at funneling gold out of the kingdom and into an adventurer's pocket.
- Kingdom gold limit: 1500
- Adventurer starting allowance: 15
Level 2 - Orson, Murkob and Grubbs Limited
It's a bank. Arguably the least exciting building in your entire kingdom.
- Kingdom gold limit: 4000
- Adventurer starting allowance: 20
Level 3 - Orson, Murkob and Grubbs International
It's a bank. Not very exciting, but at least it's jolly big.
- Kingdom gold limit: 10000
- Adventurer starting allowance: 25
- Sells up to three veto slots through the level 3 Bazaar. The first slot costs 19999 gold; the second costs 59999; the third costs 79999.
- Sells additional lockers through the guild. The first locker costs 9999 gold; the second costs 39999; the third costs 99999.
- Though the bank will remain "level 3", you can purchase upgrades which raise the kingdom gold cap and adventurer allowance.
- First upgrade (10000 gold): Kingdom gold cap 20000, +1 adventurer allowance
- Second upgrade (20000 gold): Kingdom gold cap 40000, +1 adventurer allowance
- Third upgrade (40000 gold): Kingdom gold cap 60000, +1 adventurer allowance
- Fourth upgrade (60000 gold): Kingdom gold cap 80000, +1 adventurer allowance
- Fifth upgrade (80000 gold): Kingdom gold cap 100000, +1 adventurer allowance
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