Difference between revisions of "Scoring"

From DDwiki
Jump to: navigation, search
(Badge Acquisition Strategy)
Line 23: Line 23:
 
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.
 
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.
  
*'''Hoarder''': No conversion means no racial bonuses, and you must be very careful about picking up itemsThe {{c|Wizard}}'s ability to hold glyphs as small items is a huge advantage.
+
'''Ding! Max:''' Ironically, this badge is harder to earn on Hobbler's Hold than it is on most maps.  {{g|Tikki Tooki}} on a {{GoFi}} is almost required, thought {{g|Dracul}} and {{g|Jehora Jeheyu}} also offer ways to level up at the last second.  On other maps, it isn't necessary to go to extremes, though some aspects of this strategy can be used if you would otherwise come up short.
  
*'''Purist''': As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available.  The {{c|Sorcerer}}, {{c|Fighter}} and {{c|Thief}} can all play this role.  With a more developed Kingdom, the {{c|Tinker}} can also do well without preparations, as he is well-equipped to obtain the items he needs from shops.
+
'''Hoarder:''' No conversion means no racial bonuses, and you must be very careful about picking up items.  The {{c|Wizard}}'s ability to hold glyphs as small items is a huge advantage.
  
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances.  Strength potions are highly recommended, as you have no other use for mana.  Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|The Earthmother}} (slowing).
+
'''Purist:''' As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available.  The {{c|Sorcerer}}, {{c|Fighter}} and {{c|Thief}} can all play this role.  With a more developed Kingdom, the {{c|Tinker}} can also do well without preparations, as he is well-equipped to obtain the items he needs from shops.
 +
 
 +
'''Warmonger:''' Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances.  Strength potions are highly recommended, as you have no other use for mana.  Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|The Earthmother}} (slowing).
 +
 
 +
Physical resistance bosses are a special concern.  {{c|Half-Dragon}} is the only exception to that rule, but he has to rely on knockback for physical damage (for example, in [[Rock Garden]], where physical resistance and magical resistance bosses spawn).  Everyone else can get some help with {{g|Glowing Guardian}}'s Consecrated Strike buff, which will be that much better with a {{i|Strength Potion}}; your first hit should use {{i|Can of Whupaz}} without consecration.  With some effort, the player can prepare {{g|Binlor Ironshield}} and Bearmace, gaining the Might effect to shred resistances for bosses like the unavoidable Tower of Goo in [[Ick Swamp]]; don't forget about {{g|The Pactmaker}} if his altar spawns, either - each Might click on the boss is precious.  Really Big Sword can be prepared, in which case you may as well make the most of the situation by throwing in a {{i|Platemail}}.  {{i|Martyr Wraps}} on a Monk is also good with this approach.  {{c|Rat Monarch}} doesn't care about resistances at all, but has a hard time getting by without direct damage glyphs.  In this case, it's mandatory to leverage Bear Mace and boost survival in every way available.
  
 
{{MainNav}}
 
{{MainNav}}

Revision as of 15:05, 28 May 2015

There are ten badges (plus one bonus badge) in Desktop Dungeons, each earned by completing the dungeon in a certain way. You must win the dungeon to earn badges; if you retire before defeating all the dungeon bosses you will never earn a badge.

  • Cheeky: The first monster you kill must be a higher level than you (easy)
  • Ding! Max: Reach level 10 (easy)
  • Faithless: Do not worship any gods (medium)
  • Feeling Parched: Do not drink health or mana potions (other potions are okay; medium)
  • Hoarder: Never convert any item (using Wizard.exe subdungeon is okay; hard)
  • Miser: Do not purchase items from shops (the Translocation seal is okay; medium)
  • Purist: Do not use any preparations except basic potion loadout, or the Vicious Token (hard)
  • Specialist: Kill the last boss using either magical or physical damage, but not both (medium)
  • Unstoppable: Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)
  • Warmonger: Never use a glyph skill (converting is okay; very hard)
  • Vicious: Complete the dungeon run with the Vicious Token prepared (very hard)


Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.

On most scenarios, every single badge is attainable. You will earn a small amount of gold when you first obtain a badge on a dungeon, and there are also several quests which can only be completed if your run is worthy of a particular badge (regardless of whether or not you have earned this badge before on the given dungeon). Apart from this, aren't worth anything except the personal pride of having overcome the dungeon with accolades.

Badge Acquisition Strategy

Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.

Ding! Max: Ironically, this badge is harder to earn on Hobbler's Hold than it is on most maps. God: Tikki Tooki Tikki Tooki on a Class: Fighter Goblin Fighter is almost required, thought God: Dracul Dracul and God: Jehora Jeheyu Jehora Jeheyu also offer ways to level up at the last second. On other maps, it isn't necessary to go to extremes, though some aspects of this strategy can be used if you would otherwise come up short.

Hoarder: No conversion means no racial bonuses, and you must be very careful about picking up items. The Class: Wizard Wizard's ability to hold glyphs as small items is a huge advantage.

Purist: As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available. The Class: Sorcerer Sorcerer, Class: Fighter Fighter and Class: Thief Thief can all play this role. With a more developed Kingdom, the Class: Tinker Tinker can also do well without preparations, as he is well-equipped to obtain the items he needs from shops.

Warmonger: Most classes find it hard to abstain completely from glyph casting, but the Class: Berserker Berserker, the Class: Crusader Crusader and the Class: Rogue Rogue (with strong items) all have enough muscle to power through under the right circumstances. Strength potions are highly recommended, as you have no other use for mana. Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as God: Taurog Taurog (death protection), God: Tikki Tooki Tikki Tooki (free hits) and God: The Earthmother The Earthmother (slowing).

Physical resistance bosses are a special concern. Class: Half-Dragon Half-Dragon is the only exception to that rule, but he has to rely on knockback for physical damage (for example, in Rock Garden, where physical resistance and magical resistance bosses spawn). Everyone else can get some help with God: Glowing Guardian Glowing Guardian's Consecrated Strike buff, which will be that much better with a Item: Strength Potion Strength Potion; your first hit should use Item: Can of Whupaz Can of Whupaz without consecration. With some effort, the player can prepare God: Binlor Ironshield Binlor Ironshield and Bearmace, gaining the Might effect to shred resistances for bosses like the unavoidable Tower of Goo in Ick Swamp; don't forget about God: The Pactmaker The Pactmaker if his altar spawns, either - each Might click on the boss is precious. Really Big Sword can be prepared, in which case you may as well make the most of the situation by throwing in a Item: Platemail Platemail. Item: Martyr Wraps Martyr Wraps on a Monk is also good with this approach. Class: Rat Monarch Rat Monarch doesn't care about resistances at all, but has a hard time getting by without direct damage glyphs. In this case, it's mandatory to leverage Bear Mace and boost survival in every way available.