https://www.qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&user=Darvin&feedformat=atomDDwiki - User contributions [en]2024-03-19T07:45:36ZUser contributionsMediaWiki 1.25.1https://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&diff=54616Tikki Tooki2016-05-27T21:19:59Z<p>Darvin: Reverted edits by Lujo (talk) to last revision by Zayyeh</p>
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<div><onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Tikki Tooki<br />
|ShortHand=TT<br />
|InitialWorship=<br />
* free {{s|GETINDARE}} glyph<br />
|Punishment=<br />
* all monsters on all dungeon floors gain {{t|First Strike}} and {{t|Weakening blow}}<br />
|RewardedActions=<br />
;Kill an XP-valuable enemy who is lower-level than you:{{Piety|+5}}.<br />
;Dodge an attack from any enemy:{{Piety|+3}}<br />
;{{t|Poisoned}} an enemy:{{Piety|+1}}<br />
;Use the {{s|WONAFYT}} glyph:{{Piety|+1}}<br />
;Use the {{s|WEYTWUT}} glyph:{{Piety|+1}}<br />
|PenalizedActions=<br />
;Take more than one hit from a monster:{{Piety|-3}} per hit<br />
;Trigger a death protection: {{Piety|-10}}<br />
|Boons=<br />
;Tribute (Repeatable)<br />
:'''Cost''': 15 gold <br />
:'''Effect''': Gain {{Piety|10}}<br />
;Tikki's Edge (Repeatable)<br />
:'''Cost''': {{piety|25 + 25n}}<br />
:'''Effect''': Grants you {{t|Learning}}, gaining +1 additional experience from all kills, grants +10 gold<br />
;Dodging<br />
:'''Cost''': {{piety|25}}<br />
:'''Effect''': Increases your chance to {{t|Dodge}} by 10%, grants +10 gold<br />
;Poison (Repeatable)<br />
:'''Cost''': {{piety|15 + 10n}}<br />
:'''Effect''': Grants you 1 level of {{t|Poisonous}}<br />
;Reflexes (Repeatable)<br />
:'''Cost''': {{piety|35}}, 1 {{i|Health Potion}}<br />
:'''Effect''': Spawn one {{i|Reflex Potion}} & {{i|Quicksilver Potion}} near the altar.<br />
}}</onlyinclude><br />
<br />
Tikki Tooki is the trickster serpent god. He has a particular soft spot for gold, accepting it as tribute and granting it to faithful followers. This makes him quite versatile both for purist runs (where gold is in short supply) and with heavy preparations (where you often have more than you can spend). He can also be of help to those seeking to fuel items which comsume gold for activationg their abilities, such as Crystal Ball or Alchemist Scroll.<br />
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<br />
Tikki Tooki is uncovered in the south in a small subdungeon where you must defeat a form-changing imp without getting hit by it in return several times.<br />
<br />
== Skill Required ==<br />
<br />
Depends on how much you want to rely on him. Also depends on when in the course of the run you begin worshipping him or convert into his religion. Early worship can require planning before a run, as can heavy dedication. He is relatively easy to gain piety with, but his few restrictions will severely alter your gameplay, and punish some strategies. He promotes top notch play and rewards it, but there is a chance of locking yourself into a downward spiral if you aren't careful. His preparation penalty can be really difficult to get around, and is widely considered to be the most taxing one.<br />
<br />
== Likes and Dislikes ==<br />
<br />
<br />
'''TT gives piety''' for killing monsters that are lower level than yourself (+5 piety). He awards successful dodges (+3 piety) and use of the WHEYTWUT and WONNAFYT glyphs (+1 Piety). He also awards you +1 piety every time you poison a monster for the first time. You can also gain piety from him by using his "Tribute" boon which gives you +10 piety for 15 gold.<br />
<br />
A very easy way to gain some piety with TT is to attack plants if you take his Dodge boon. While plants hit for 0 damage, their attack can still be dodged, and they all die in one hit. This makes joining him in plant filled maps very beneficial, and it makes converting into his religion after you've used Earthmoter to fill a level up with plants a strong move.<br />
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<br />
'''TT punishes''' you for getting hit by monsters too much, so you get -3 piety every time you get hit by a monster after the first. This dislike can be avoided even if you join him early, by fighting higher level monsters with the help of damage dealing glyphs and first strike or slow.<br />
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He also dislikes using death protections which he punishes with -10 piety. He won't punish the act of acquiring a death protection, but he will punish using it up. This can lead to a rare situation where you get hit by a monster for the second time and expend a death protection which causes you to lose 13 piety "at once". Since you can usually predict when you will lose piety with him, this can mess up even an advanced player's calculations.<br />
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His preparation penalty makes him punish you with -3 piety every time you get hit, which means plant cleaning antics are out of the question in that case, and requires you to be even more careful about fighting tough opponents.<br />
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'''Punishment/Desecration Penalty''' - If your piety drops below zero, or if you desecrate his altar, he will give every monster first strike and weakening blow, which is a severe punishment. Considering that he actually has very few ways to lose piety with, it is easier to avoid than it seems. If you are left with no exploration or lower level monsters, you can lock yourself into a downward spiral of piety loss which can be rally hard to get out of. In the situation where this would cost you a win, the solutions are his Tribute boon, desecration of another altar and the Pactmaker's {{boon|Consensus}} boon.<br />
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Desecrating TT's altar should be avoided unless really necessary, or in case you are a heavily focused spellcaster. Even then, it's preferable not to do it until you are well into a bossfight and are certain that you won't be relying on first strike (or even physical attacks) to finish the boss off.<br />
<br />
If you join the Glowing Guardian after picking up Tikki's Poison boon Glowing Guardian will punish you every time you attack something that isn't undead. The only way to get rid of the poison is to desecrate Tikki's altar.<br />
<br />
== Boons ==<br />
<br />
<br />
'''Tribute''' - Lets you gain 10 piety for 15 gold, repeatable. Investing too heavily is not recommended without forward planning, but an early worshiper will want to invest in at least one hit, and make up the loss of gold with grabbing an early level of Tikki's Edge and Dodge.<br />
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'''Tikki's Edge''' - For 25 piety you get +1XP on every monster kill and 10 gold. It can be taken repeatedly, and the piety cost incereases by 25 each time you do. In most situations only one hit is required, but it is an important boon because it lets you get more out of killing low level monsters, especially if paired with slow or the Fighter's innate XP bonus.<br />
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<br />
'''Dodge''' - For 25 piety you get 10% dodge chance and 10 gold. Easy to pick up and the random dodges provide random piety gain. This allows you to gain piety in plant infested levels by dodging hits from plants with non-lethal and non-corrosive attacks. It also synergizes with his dodge based piety [[spike]]. For advanced users, it can greatly benefit heavy resistance stackers like the monk if they can grab it and safely convert out of the religion.<br />
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'''Poison''' - Gives a point of poison strike for every helping. The first one costs 15 gold, and each subsequent helping increases the piety cost by 10. More on this once it stabilizes, as it's been changed recently.<br />
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'''Reflexes''' - For 35 piety and a healing potion provides you with one Quicksilver and one Reflex potion. With proper setup the Quicksilver potion can get you a certain dodge, and the Reflex potion lets you hit something twice in one attack. When used correctly together they allow for two simultaneous free hits on a monster, explained under "Piety [[Spike]]".<br />
<br />
== What's TT good for? ==<br />
<br />
<br />
TT worship allows you to get a decent amount of piety for killing defenseless monsters. If done early it makes a nice setup for joining another deity with a comfortable 25 piety, a guaranteed GETINDARE glyph, a few utility boons, some gold and the map cleared of monsters which you wouldn't want to have around later anyway (Magic users in case of Mystera, Undead in case of Drac..). For a more dedicated worshiper, his potions based "piety [[spike]]" also provides the best generic solution to bosses with high damage but low hit points. If you run into such a boss and TT is on the board, he is often the best, if not the only, solution to this kind of challenge, and can be joined at a later point for this specific purpose.<br />
<br />
The most experienced users can attest to the power of TT when used as the key element in outrageous combinations which can lead to boss kills at lvl 1. On a less outrageous note, the fact that he lets you turn gold directly into piety enables some of the most advanced resource management antics in the game.<br />
<br />
== Strategy ==<br />
<br />
'''Early Worship''' - without forward planning, as a preparation for worshiping another deity later, it is straightforward. Join early, use Tribute, slow or poison monsters while you explore. Carefully kill a few higher level monsters with heavily use of glyphs and potions, then clean up low level monsters which you wouldn't want around later (or mop up as much as you want). Use the level-ups to help you kill even higher level monsters by refilling your health and mana, and pick a good moment to convert out into another religion. It's moderately easy if you join TT at lvl 2, but doable even at lvl 1, especially with dedicated spellcasters.<br />
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Early worship with intention of using TT to win requires some forward planning. Using WHEYTWUT, WONAFYT and APHEELSIK to gain piety while you explore is mandatory, and slow will prepare lvl 1 monsters to be harvested later for added benefits. Collecting the piety sparkles around other altars will also help, and investing some gold into tribute will get you closer to your first boon. Preparing or finding items which provide you enough XP to level up at least once in order to "start" at lvl 2 is also an option (False Beard, Cracked Amulet of Yendor, Amulet of Yendor, even Poisoned Dagger). Using the Goblin conversion bonus for an early level up is a strong option as well. Playing a Fighter (easier to reach lvl 2) or an Assassin (starts with APHEELSIK) is beneficial to this approach, as is using dedicated spellcasters. Bloodmage in particular, with his innate benefits that come with killing low level monsters and ways to turn his health into damage without being hit back makes for a strong early TT worshiper.<br />
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If you are joining TT early you will be looking to kill specific monsters before you convert to someone else, such as getting rid of magic users if you plan on joining Mystera or getting rid of undead if you're planning to join Dracul. If you intend to convert, slowing everything you can is fine, but if you plan on using TT's potions to kill the boss, slowing monsters with first strike is not the best move.<br />
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A major benefit of worshiping TT as the first deity in a run is the guaranteed GETINDARE glyph he provides.<br />
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'''Mid-run Worship''' - Provides you with an ease in early leveling with none of Tikki's dislikes affecting you, while leaving many low level monsters to be harvested later with more ease. The principles are the same, except there is much less pressure, and if you convert to his religion with extra piety or join him with extra gold picked up, you can grab Tikki's Edge more easily. The principles are the same, except exploration will already be done, as will the leveling. It is the strongest and easiest approach to worshipping TT.<br />
<br />
This is also a good move if you simply want to mop up low-level monsters for specific benefits, like getting rid of curse, getting gold from Gloves of Midas, mana out of the blue bead, or more bloodpools for your Bloodmage. Finding certain bonus subdungeons can also make joining TT a great move on any run. The ability to gain large amounts of piety out of a mostly explored map, makes TT a great "finishing move" deity, if you are meticulous about taking as few kills as possible to level up or explore.<br />
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'''Dedicated Worship''' - can provide three specific benefits:<br />
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'''''1) Tikki's edge''''' - if focused provides more XP for "cleaning popcorn", and helps spellcasters level-up while fighting the boss. It also provides gold which helps buy cheap items for conversion, expensive items for use, potions from the alchemy shop or simply fuel for a Crystal Ball. Just one level ot Tikki's Edge is enough, but some situations can make second helpings worthwhile. It is effective with Fighters and Assassins, but also works with regular spellcasters.<br />
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'''''2) Poison''''' - acquiring several levels of the Poison boon can help regen-fighting strategies greatly, and the first level can sometimes "pay for itself". It's one of the strongest game features to combine with the Monks, but also the one which is the most difficult to acquire for monks, due to their natural playstyle not meshing well with TT worship at all.<br />
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'''''3) Reflexes''''' - Focusing all your efforts on gaining large amounts of piety with Tikki Tooki can lead to an overwhelming chain of free hits on a boss using the Quicksilver and Reflex potions. It is effective with any physical damage dealer, particularly Rogues and Berserkers, but can be made to work with most classes provided enough practice. It is also the best way of dealing with certain bosses, namely Bleaty.<br />
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== Piety Spike ==<br />
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<br />
Concentrated TT worship and channelling many resources into repeated uses of the Reflexes boon is TT's piety [[spike]]. It requires a moderate amount of health potions, 35 piety per helping, and decent damage to work, but provides a string of free hits on the boss. That amount of concentrated damage is sometimes difficult to imagine until you try it, but it works spectacularly well against bosses with high damage and low hit points like Aequitas, Bleaty and even Namtar.<br />
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It is doable with both early and late worship depending on the situation and experience of the player. It is also advisable to save popcorn with first strike (Goblins, Gorgons), to help set up dodges with the Quicksilver potion. Hits you take move the dodge prediction counter, and monsters who are lower level than you generally can't hit you unless they have first strike. <br />
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Stuff that makes it work better are damage items, the Dodge boon and Rogue's Dodging, and knockback. If you have a knockback attack, you will knock the enemy back twice when using a reflex potion, causing extra damage. Halflings have a distinct advantage in being able to convert for extra healing potions, because the number of potion sets that can be acquired is limited by the total amount of healing potions at your disposal. Subdungeons which provide healing potions can also help in this regard. Rogue's starting 20% Dodge coupled with the Dodge boon means setting up certified dodges will take less effort. Subdungeons which provide help with leveling, or a large batch of low level-monsters to harvest for piety and use to set up dodges make it work really good, as does any way to acquire knocback.<br />
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'''Fuel''' Health potions, Tikki Tooki piety, popcorn monsters with first strike. Gold to a degree, if you mean to use Tribute to gain more piety with TT.<br />
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'''Rewards''' Big damage strategies and race/class/item combinations.<br />
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'''Lets you ignore''' Your health in general, and your spellcasting except as supplemental source of damage, or leveling tool.<br />
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'''Default solution to''' "Glass Cannon" bosses, ones with magic protection in particular. Bosses with low hit points but problematic abilities like death gaze, mana burn, curse, weakening blow and such.<br />
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'''Pro Tip''' If you want to plan ahead, avoid slowing popcorn with first strike. You will need their weak hits to set up confirmed dodges.<br />
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'''Pro Tip II''' The approach meshes well with Death Protections, which TT severly punishes. If you wan't to offset this you can either start a boss fight by using up your death protections first, and then join TT, mop up popcorn for piety and tribute for more, or you can desecrate other altars for piety and indulgences. If you intend to kill a boss without getting hit at all (dodges from the potions, death protections, first strike), you can safely desecrate any altar which doesn't affect your damage. Binlor, Earthmother, and Dracul in particular, and very advanced users can even manage a GG desecration although it's not recommended. Mystera is a borderline viable choice, and Taurog and JJ are to be desecrated only in desperate situations.<br />
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== Tips and Tricks ==<br />
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<br />
1) If you want earn a little bit more gold from a run you have already won, and want to experiment with TT a bit, you can worship him or convert into his religion after you've already killed the boss or bosses. You can then pick up Tikki's Edge and Dodging for gold, and mop up the remaining lower level monsters and desecrate the remaining altars (except the Glowing Guardian's one) to get one more Tikki's Edge. Turning your leftover health potions into Quicksilver and Reflex potions also increases the value of loot you take out of the dungeon, and can help you get familiar with them. Be careful not to rush and lose a run you already won!<br />
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<br />
2) Southern regions often provide plants which come with the level and that can mean quite a bit of TT piety for anyone, but Rogues in particular. If you don't fear curse, the plants in Cursed Oasis can work to your benefit as well, and filling the level with plants using Earthmother will often work to your benefit as well, provided you can reach TT's altar to convert to him. Be careful about the slow on everything, though, it can be a double edged sword.<br />
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3) Since TT gives you piety every time you poison something, you can use APHEELSIK and Venom Blade to get some early piety with him.<br />
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4) Also, don't be afraid of one or two extra hits which would punish you if it would provide a large enough advantage.<br />
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Overall, Tikki Tooki is one of the best "last hour" deities, offering enormous amounts of piety for slaughtering defenseless monsters and superb boons which can improve your odds. He can also be used to set-up worship of another deity, or gain and manipulate gold. His piety spike is also the go-to solution to several bosses and PQI scenarios for several game veterans.<br />
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{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Lujo&diff=54596User talk:Lujo2016-05-20T16:01:21Z<p>Darvin: Example of how to do hidden sections</p>
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<div>{| class="mw-collapsible mw-collapsed wikitable"<br />
! Hidden Sections <br />
|-<br />
| This is how you do hidden sections<br />
|}<br />
--[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 16:01, 20 May 2016 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&diff=51928Items2015-10-16T20:30:07Z<p>Darvin: added link to amusing Mass09 Ledger page</p>
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<div>{{TOC right}}<br />
<br clear=all><br />
<br />
= Items Available in Shops =<br />
<br />
== Basic ==<br />
<br />
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Badge of Honour.png]]<br />
|{{va|Badge of Honour}}<br />
| +10% attack bonus, can be consumed to grant 1-time death protection<br />
| 18<br />
| 40<br />
|-<br />
|[[File:Bloody Sigil.png]]<br />
|{{va|Bloody Sigil}}<br />
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed<br />
| 8<br />
| 45<br />
|-<br />
|[[File:Fine Sword.png]]<br />
|{{va|Fine Sword}}<br />
| +4 base damage<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Health.png]]<br />
|{{va|Pendant of Health}}<br />
| +10 max hit points.<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|{{va|Pendant of Mana}}<br />
| +2 max mana<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Spoon.png]]<br />
|{{va|Spoon}}<br />
| +1 base damage; small item<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Tower Shield.png]]<br />
|{{va|Tower Shield}}<br />
| +10% physical resistance<br />
| 14<br />
| 35<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|{{va|Troll Heart}}<br />
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| 16<br />
| 55<br />
|-<br />
|}<br />
<br />
== Quest ==<br />
<br />
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the "Quest Items" preparation from the Lvl 2 Bazaar building.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|Unlock Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Piercing Wand}}<br />
| BURNDAYRAZ reduce enemy resistance by 3% (Cannot go below 0%)<br />
| Quest: [[Quest#Double Take|Double Take]]<br />
| 13<br />
| 30<br />
|-<br />
|[[File:Rock Heart.png]]<br />
|{{va|Rock Heart}}<br />
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)<br />
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]<br />
| 14<br />
| 60 <br />
|-<br />
|<span style="font-size: 0">[[File:Dragon Soul.png]]</span><br />
|{{va|Dragon Soul}}<br />
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''<br />
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]<br />
| 23<br />
| 50<br />
|-<br />
|[[File:Fire Heart.png]]<br />
|{{va|Fire Heart}}<br />
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)<br />
| Quest: [[Quest#Ice and Fury|Ice and Fury]]<br />
| 20<br />
| 12<br />
|-<br />
|[[File:Crystal Ball.png]]<br />
|{{va|Crystal Ball}}<br />
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold<br />
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]<br />
| 15<br />
| 50<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Witchalok Pendant}}<br />
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item<br />
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]<br />
| 19<br />
| 30<br />
|-<br />
|[[File:Battlemage Ring.png]]<br />
|{{va|Battlemage Ring}}<br />
| BURNDAYRAZ deals +1 damage per level (+25% damage)<br />
| Quest: [[Quest#Minecraft|Minecraft]]<br />
| 25<br />
| 20<br />
|-<br />
|<span style="font-size: 0">[[File:Hero's Helm.png]]</span><br />
|{{va|Hero's Helm}}<br />
| +5 HP, +1 MP, +2 base damage<br />
| Quest: [[Quest#Confidence|Confidence]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Platemail.png]]<br />
|{{va|Platemail}}<br />
| -2 damage reduction per character level; your attacks are slowed<br />
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}<br />
| 23<br />
| 40<br />
|-<br />
|[[File:Whurrgarbl.png]]<br />
|{{va|Whurrgarbl}}<br />
| Your physical attacks apply Burning effect like BURNDAYRAZ<br />
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Trisword.png]]<br />
|{{va|Trisword}}<br />
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)<br />
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}<br />
| 12<br />
| 35<br />
|-<br />
|<span style="font-size: 0">[[File:Balanced Dagger.png]]</span><br />
|{{va|Balanced Dagger}}<br />
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item<br />
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}<br />
| 12<br />
| 44<br />
|-<br />
|[[File:Gloves of Midas.png]]<br />
|{{va|Gloves of Midas}}<br />
| Gain +1 gold every time you kill an XP-valuable monster<br />
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}<br />
| 10<br />
| 45<br />
|-<br />
|[[File:Venom Dagger.png]]<br />
|{{va|Venom Dagger}}<br />
| Poisons the enemy for 2 poison per character level each hit; small item<br />
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}<br />
| 16<br />
| 50<br />
|-<br />
|<span style="font-size: 0">[[File:Stone Sigil.png]]</span><br />
|{{va|Stone Sigil}}<br />
| Gain +1 Piety whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}<br />
| 14<br />
| 30<br />
|-<br />
|[[File:Martyr Wraps.png]]<br />
|{{va|Martyr Wraps}}<br />
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up<br />
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Agnostic Collar.png]]<br />
|{{va|Agnostic Collar}}<br />
| Prevents deity punishment for desecration<br />
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|Mage Plate}}<br />
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)<br />
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}<br />
| 20<br />
| 40<br />
|-<br />
|<span style="font-size: 0">[[File:Blue Bead.png]]</span><br />
|{{va|Blue Bead}}<br />
| Gain +1 MP whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Vampiric Blade}}<br />
| +1 {{t|Life steal}}<br />
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Viper Ward.png]]<br />
|{{va|Viper Ward}}<br />
| Immune to poison; small item<br />
| Complete "Hello, halflings!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|[[File:Soul Orb.png]]<br />
|{{va|Soul Orb}}<br />
| Immune to Mana Burn; small item<br />
| Complete "Hello, gnomes!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|}<br />
<br />
== Elite ==<br />
<br />
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the "Elite Items" preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered "out of order".<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Keg of Health.png]]<br />
|{{va|Keg of Health}}<br />
| Obtain 3 healing potions when used<br />
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Keg of Mana.png]]<br />
|{{va|Keg of Mana}}<br />
| Obtain 3 mana potions when used<br />
| Shops (Elite)<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Elven Boots.png]]<br />
|{{va|Elven Boots}}<br />
| +3 max mana, +15% magic resistance<br />
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Dwarven Gauntlets.png]]<br />
|{{va|Dwarven Gauntlets}}<br />
| +20% bonus damage, +2 max HP on level up<br />
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Amulet of Yendor}}<br />
| Grants +50 XP when used<br />
| Shops (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Orb of Zot.png]]<br />
|{{va|Orb of Zot}}<br />
| Every visible enemy has their max health (not current health) reduced by 50%<br />
| Shop (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Alchemist Scroll.png]]<br />
|{{va|Alchemist's Scroll}}<br />
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)<br />
| Shop (Elite)<br />
| 13<br />
| 40<br />
|-<br />
|[[File:Wicked Guitar.png]]<br />
|{{va|Wicked Guitar}}<br />
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10<br />
| Shop (Elite)<br />
| 11<br />
| 11<br />
|-<br />
|}<br />
<br />
= Kingdom Preparation Items =<br />
<br />
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.<br />
<br />
== Blacksmith Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|[[Blacksmith]] Level<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Bear Mace.png]]<br />
|{{va|Bear Mace}}<br />
| Your regular attack causes Knockback; +25% knockback damage<br />
| Level 1<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Perseverance Badge}}<br />
| +10% bonus damage; small item<br />
| Level 2<br />
| 15<br />
| 20<br />
|-<br />
|[[File:Really Big Sword.png]]<br />
|{{va|Really Big Sword}}<br />
| Attacks ignore 35% of target's physical resistance, but always strike second<br />
| Level 3<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Shield.png]]<br />
|{{va|Shield}}<br />
| -2 damage reduction<br />
| Level 1<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Slaying Wand.png]]<br />
|{{va|Slayer Wand}}<br />
| Instantly slays one target monster, granting base experience<br />
(no bonus experience; capped at your level)<br />
| Level 2<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Sword.png]]<br />
|{{va|Sword}}<br />
| +2 base damage<br />
| Level 1<br />
| 25<br />
| 35<br />
|-<br />
|}<br />
<br />
== Witch Potions ==<br />
<br />
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop. The unlock for the preparation and in-dungeon shop is different for each potion. Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Unlock Preparation<br />
!Unlock Shop<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Health Potion.png]]<br />
|{{va|Health Potion}}<br />
| Restores 40% of your maximum HP (rounded down) and removes poison<br />
| Always available<br />
| Always available<br />
|10<br />
|10<br />
|-<br />
|[[File:Mana Potion.png]]<br />
|{{va|Mana Potion}}<br />
| Restores 40% of your maximum MP (rounded down) and removes mana burn<br />
| Always Available<br />
| Always Available<br />
|10<br />
|10<br />
|-<br />
|[[File:Fortitude Tonic.png]]<br />
|{{va|Fortitude Tonic}}<br />
| Removes Poison and all stacks of Weakening<br />
| [[Witch]] level 1<br />
| Complicated Task Part 1<br />
|8<br />
|10<br />
|-<br />
|[[File:Burn Salve.png]]<br />
|{{va|Burn Salve}}<br />
| Removes Mana Burn and all stacks of Corrosion<br />
| [[Witch]] level 1<br />
| Complicated Task Part 2<br />
|8<br />
|10<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|Strength Potion}}<br />
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion<br />
| [[Witch]] level 2<br />
| Complicated Task Part 4<br />
|15<br />
|10<br />
|-<br />
|[[File:Schadenfreude Potion.png]]<br />
|{{va|Schadenfreude Potion}}<br />
| Restores 1 MP for every point of damage taken on your next attack<br />
<br/>(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)<br />
| [[Witch]] level 2<br />
| Complicated Task Part 5<br />
|15<br />
|10<br />
|-<br />
|[[File:Quicksilver Potion.png]]<br />
|{{va|Quicksilver Potion}}<br />
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge <br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be obtained from [[Tikki Tooki]] with the "Reflexes" boon)<br />
|15<br />
|10<br />
|-<br />
|[[File:Reflex Potion.png]]<br />
|{{va|Reflex Potion}}<br />
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.<br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be obtained from [[Tikki Tooki]] with the "Reflexes" boon)<br />
|15<br />
|10<br />
|-<br />
|[[File:Can of Whupaz.png]]<br />
|{{va|Can of Whupaz}}<br />
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.<br />
<br />
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).<br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)<br />
|20<br />
|10<br />
|-<br />
|}<br />
<br />
== Alchemist Seals & Misc Preparation Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|[[File:Compression Seal.png]]<br />
|{{va|Compression Seal}}<br />
|Turns an item in your inventory into a small item<br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Transmutation Seal}}<br />
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. <br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Translocation Seal.png]]<br />
|{{va|Translocation Seal}}<br />
|Steals an item from a shop and halves the conversion value<br />
| [[Alchemist]] level 2<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Shop Scroll}}<br />
|When used creates an additional Shop Scroll on a random, empty adjacent tile. <br />
|Bazaar level 1<br />
|-<br />
|<span style="font-size: 0">[[File:Patches.png]]</span><br />
|{{va|Patches the Teddy}}<br />
| On level up, gives a random boon and random curse from the following list. <br />
Boons:<br />
+3 Health,<br />
+3 Gold,<br />
+5% Attack Bonus,<br />
+1 Mana,<br />
+4% Physical and Magical Resistance<br />
<br />
Curses:<br />
Mana Burn,<br />
Poison,<br />
Teleport,<br />
Grid Reveal<br />
| Thieves Den level 3<br />
|-<br />
|}<br />
<br />
= Items Found In Dungeons =<br />
<br />
== Subdungeon Items ==<br />
<br />
These items are most often found in subdungeons and class challenge runs, and are not available for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.<br />
<br />
=== Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Forlorn.png]]<br />
|"{{va|Forlorn}}"<br />
| Conversion value boosts to 100 upon entering inventory<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]<br />
|1<br />
|33/100<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|"{{va|Penance}}"<br />
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|35<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|{{va|Bound Sword}}<br />
| +15% damage, can't be converted<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|14<br />
|N/A<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Cracked Amulet}}<br />
| Consume to gain +5 XP<br />
| [[Subdungeon]]<br />
|2<br />
|10<br />
|-<br />
|[[File:Cracked Orb.png]]<br />
|{{va|Cracked Orb}}<br />
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP <br />
| [[Subdungeon]]<br />
|15<br />
|10<br />
|-<br />
|[[File:Cracked Soul Orb.png]]<br />
|{{va|Cracked Soul Orb}}<br />
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. <br />
| [[Subdungeon]]<br />
|10<br />
|50<br />
|-<br />
|[[File:Stone Sigil.png]]<br />
|{{va|Crumbling Ward}}<br />
| Can be consumed for +15 Piety. <br />
| [[Subdungeon]]<br />
|10<br />
|40<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Dairy Diary}}<br />
| Activate to read a diary of a goat. <br />
| [[Subdungeon]]<br />
|1<br />
|100<br />
|-<br />
|[[File:Hero's Helm.png]]<br />
|{{va|Dented Helm}}<br />
| +1 Mana Point +1 Damage. <br />
| [[Subdungeon]]<br />
|18<br />
|30<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Draining Blade}}<br />
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|50<br />
|-<br />
|[[File:Fake Beard.png]]<br />
|{{va|Fake Beard}}<br />
| +5 XP on pickup, can't be converted<br />
| [[Subdungeon]]<br />
| 10<br />
| N/A<br />
|-<br />
|[[File:Goat Horn.png]]<br />
|{{va|Goat Horn}}<br />
| +5% attack damage; small item<br />
|Found in {{CC|Warlord|Gold|Terror's End}}, [[Subdungeon]]<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Gorgon_Ward.png]]<br />
|{{va|Gorgward}}<br />
| Makes you immune to {{t|Death-gaze}}. Small item.<br />
| [[Subdungeon]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:LEMMISI.png]]<br />
|{{va|LEMMISI(?)}}<br />
| Reveals the entire map upon activation.<br />
| [[Subdungeon]]<br />
| 18<br />
| 20<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Long Rant}}<br />
| Adds 3 layers of Corrosion to enemies on the same dungeon level. (Confirmation?)<br />
| [[Subdungeon]] or Gaan'Telet<br />
| 1<br />
| 10<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|[[Mass09 Ledger]]}}<br />
| Use 1 gp to swap every monsters positions<br />
| [[Subdungeon]]<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Mystera Scripture.png]]<br />
|{{va|Mystera Scripture}}<br />
| Can be consumed to add +1 Max Mana<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Meatloaf.png]]<br />
|{{va|Nom Nom}}<br />
| Can be consumed to add +1 HP per level, but it also poisons the user.<br />
| [[Subdungeon]]<br />
| 18<br />
| 20<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Ritual Scroll}}<br />
|consume to add +5% resistances, +1 Max MP and +3 layers of curse<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|13<br />
|20<br />
|-<br />
|[[File:Zombie Dog.PNG]]<br />
|{{va|Pepper the Dog}}<br />
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.<br />
| [[Subdungeon]] or Priest Bronze Challenge<br />
| 1<br />
| 0<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Spider Amulet}}<br />
| Adds +10 HP, but attempts to poison the user every time they level up.<br />
| [[Subdungeon]]<br />
| 2<br />
| 20<br />
|-<br />
|[[File:Titan Guitar.png]]<br />
|{{va|Titan Guitar}}<br />
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.<br />
| [[Subdungeon]]: Really Awesome Guitar<br />
| 11<br />
| 11<br />
|-<br />
|[[File:Tokoloshe Charm.png]]<br />
|{{va|Tokoloshe Charm}}<br />
| +5% magic resistance; small item<br />
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge<br />
|1<br />
|10<br />
|-<br />
|[[File:Wand of Binding.png]]<br />
|{{va|Wand of Binding}}<br />
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET<br />
| Subdungeon<br />
|5<br />
|10<br />
|-<br />
|[[File:Wisp Gem.PNG]]<br />
|{{va|Wisp Gem}}<br />
| +5% base damage; small item<br />
| Subdungeon, various monsters in several dungeons drop them<br />
|1<br />
|10<br />
|-<br />
|}<br />
<br />
=== Non-Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|ARMOUR.EXE}}<br />
|Adds 20% phys resist<br />
|[[Subdungeon]]: WIZARD.EXE<br />
|1<br />
|1<br />
|-<br />
|[[File:Amulet.png]]<br />
|{{va|Amulet}}<br />
|???<br />
|[[Subdungeon]]: Teeth Teeth Teeth<br />
|15<br />
|35<br />
|-<br />
|[[File:Blade of Yin.png]]<br />
|{{va|Blade of Yin}}<br />
|Adds 3 base damage, can be consumed to grant Death Protection, small item<br />
|[[Subdungeon]]: Yin and Yang<br />
|15<br />
|35<br />
|-<br />
|[[File:Essence Potion.PNG]]<br />
|{{va|Essence Potion}}<br />
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found<br />
|[[Subdungeon]]: Metal Spider Temple, touching the altar<br />
|15<br />
|50<br />
|-<br />
|[[File:Dragon Heart.png]]<br />
|{{va|Dragon Heart}}<br />
|Adds 3 HP every time you gain a level; convert to kill Draco enemy<br />
|[[Subdungeon]]: Draco<br />
|1<br />
|5<br />
|-<br />
|[[File:Orb_of_lusory.png]]<br />
|{{va|Orb of Lusory}}<br />
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].<br />
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry<br />
|25<br />
|10<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Protect.EXE}}<br />
| Can be consumed to add a layer of Death Protection; two charges; small item<br />
| Subdungeon: Wizard.EXE<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Sticky Stick.png]]<br />
|{{va|Sticky Stick}}<br />
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|Strange Mixture}}<br />
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.<br />
| [[Subdungeon]]: Jadetooth<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Wand of Splosion}}<br />
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions<br />
| [[Subdungeon]]: El Potion Loco<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Wall Cruncher.PNG]]<br />
|{{va|Wall Cruncher}}<br />
|Activate to destroy walls directly to the N, E, S and W of your position, small item<br />
|Subdungeon<br />
|1<br />
|25<br />
|-<br />
|[[File:Whisper Charm.png]]<br />
|{{va|Whisper Charm}}<br />
| Adds +4% physical resistance<br />
| [[Subdungeon]]<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Yang's Sword.png]]<br />
|{{va|Yang's Sword}}<br />
| Adds +3 base damage, can be consumed to grant Death Protection; small item<br />
| [[Subdungeon]]: Yin and Yang<br />
| 15<br />
| 35<br />
|-<br />
|}<br />
<br />
=== Unclear ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|Recipie Scroll}}<br />
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon<br />
| [[Subdungeon]]: Vegetarian Vampire<br />
| 1<br />
| 1<br />
|-<br />
|}<br />
<br />
== Dungeon Boss Rewards ==<br />
<br />
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Fabulous Treasure.png]]<br />
|{{va|Fabulous Treasure}}<br />
| This is amazing! You've never seen anything like it!<br />
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}<br />
| 95<br />
| 1<br />
|-<br />
|[[File:Dragon Shield.png]]<br />
|{{va|Dragon Shield}}<br />
| +18% physical and magic resistance<br />
| Dungeon boss reward: [[Dragon Isles]]<br />
|23<br />
|100<br />
|-<br />
|[[File:Namtar's Ward.png]]<br />
|{{va|Namtar's Ward}}<br />
| Can be used once per character level to give yourself death protection at no extra cost.<br />
| Dungeon boss reward: [[Namtar's Lair]]<br />
|50<br />
|100<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Avatar's Codex}}<br />
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|35<br />
|50<br />
|-<br />
|[[File:Naga Cauldron.png]]<br />
|{{va|Naga Cauldron}}<br />
| Gives healing potions overheal, and increases health and mana potion effectiveness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).<br />
| Dungeon boss reward: [[Naga City]]<br />
|12<br />
|35<br />
|-<br />
|[[File:Sensation Stone.png]]<br />
|{{va|Sensation Stone}}<br />
| No inherent effect, but can be converted for 150 conversion points. <br />
| Dropped by the Bridge Troll on the [[Havendale Bridge]]<br />
|25<br />
|150<br />
|-<br />
|}<br />
<br />
== Special Quest Items with Codex Entries: ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|'Tea'}}<br />
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.<br />
| [[Subdungeon]]: Orc unlock subdungeon<br />
| 0<br />
| n\a<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Gate Scroll}}<br />
| +5 max health, consume to read, unlocks [[Bazaar]]<br />
| First dungeon after Bank unlocked<br />
|15<br />
|N/A<br />
|-<br />
|[[File:Philosopher's Stone.png]]<br />
|{{va|Philosopher's Stone}}<br />
| If you take it back to the kingdom it unlocks [[Alchemist]]<br />
| It starts spawning in shops until you buy it and take it out<br />
|25<br />
|N/A<br />
|-<br />
|[[File:Midas Mantle.png]]<br />
|{{va|Midas Mantle}}<br />
| It gives immunity to Death Gaze<br />
| Only appears in the Rogue Silver Challenge and can be bought for 100 gold (?)<br />
|100<br />
|N/A<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|"Courage Juice"}}<br />
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.<br />
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge<br />
|15<br />
|10<br />
|-<br />
|}<br />
<br />
== God Items with Codex Entries ==<br />
<br />
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing Guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Taurog's Skullpicker.png]]<br />
|{{va|'Skullpicker'}}<br />
| Adds +5 base damage, and Taurog punishes you if you convert it.<br />
| Taking one of Taurog's boons<br />
| 0<br />
| 60<br />
|-<br />
|[[File:Taurog's Wereward.png]]<br />
|{{va|Wereward}}<br />
| Adds -5 damage reduction, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Gloat.png]]<br />
|{{va|Gloat}}<br />
| Adda +15% Magic Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Will.png]]<br />
|{{va|Will}}<br />
| Adda +15% Physical Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Prayer Bead.png]]<br />
|{{va|Prayer Bead}}<br />
| +1% magic resistance; small item; cannot be converted<br />
| Received from Glowing Guardian from certain boons<br />
|0<br />
|n/a<br />
|-<br />
|}<br />
<br />
= Unlisted Items =<br />
<br />
These items do not appear in the Codex and thus do not count for its completion ratio.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Item<br />
!Description<br />
!width=20%|Method of Obtaining<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Sword.png]]<br />
|Bargain Sword<br />
| +1 base damage<br />
| Shop (Bazaar level 0)<br />
| 15<br />
| <br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|Bargain Badge<br />
| +10% bonus damage<br />
| Shop (Bazaar level 0)<br />
| <br />
| <br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|Bargain Pendant<br />
| +1 max mana<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|Bargain Heart<br />
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|<span style="font-size: 0">[[File:Avatar Symbol (Outdated).png]]</span><br />
|{{va|Avatar Symbol (Outdated)}}<br />
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|<br />
|<br />
|}<br />
<br />
= Conversion Fodder =<br />
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus. There are many items well-known as "conversion fodder" that are relatively cheap and effective choices for this purpose. Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent. The following items are all considered conversion fodder:<br />
<br />
{{i|Bloody Sigil}} (5.6 CP / GP)<br/><br />
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character. Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.<br />
<br />
{{i|Gloves of Midas}} (4.5 CP / GP)<br/><br />
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff. As a result, it is highly prized.<br />
<br />
{{i|Rock Heart}} (4.3 CP / GP)<br/><br />
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph. Once you're done with it, you can convert it for a windfall. For those without the ability to crush walls, it's still worthwhile just for conversion points.<br />
<br />
{{i|Viper Ward}} & {{i|Soul Orb}} (4.06 CP / GP)<br/><br />
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done. They're one of the best conversion-fodder buys around.<br />
<br />
{{i|Balanced Dagger}} (3.67 CP / GP)<br/><br />
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have. However, in other scenarios it makes a good conversion fodder item. With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.<br />
<br />
{{i|Troll Heart}} (3.44 CP / GP)<br/><br />
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points. Given its high CP value, this is often a great deal.<br />
<br />
{{i|Crystal ball}} (3.33 CP / GP)<br/><br />
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.<br />
<br />
{{i|Venom Dagger}} (3.12 CP / GP)<br/><br />
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price. The item itself isn't very useful otherwise, though.<br />
<br />
{{i|Alchemist Scroll}} (3.07 CP / GP)<br/><br />
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Items&diff=51927Alpha:Items2015-10-16T20:22:11Z<p>Darvin: linked to the orphaned page on gold</p>
<hr />
<div>===Items===<br />
Items can be purchased from stores ([[File:Shop.png]]) that are placed randomly in the [[Alpha:Dungeon|dungeon]]. To start with, only Item Ranks 1 to 5 will appear in shops. For each of the 12 basic classes that completes Normal Mode, the Item Rank limit will increase by 2. For every class that completes the [[Alpha:Library|Library]] Challenge, the Item Rank limit will increase by 1. Items are purchased with [[Alpha:Gold|gold]].<br />
<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;" class="sortable"<br />
|- style="background-color: #EEEEEE"<br />
!Rank<br />
!Name<br />
!Cost<br />(gold)*<br />
!Effect<br />
|-<br />
|1<br />
|Pendant of health<br />
|25<br />
|Adds 10 to maximum health<br />
|-<br />
|2<br />
|Pendant of mana<br />
|20<br />
|Adds 2 to maximum mana<br />
|-<br />
|3<br />
|Fine sword<br />
|25<br />
|Increases base damage by 5<br />
|-<br />
|4<br />
|Health potion<br />
|12<br />
|Restores 40% of your health, or 100% for Priests; cures poison<br />
|-<br />
|5<br />
|Mana potion<br />
|12<br />
|Restores 40% of your mana, or 100% for Bloodmages; cures mana burn<br />
|-<br />
|6<br />
|Bloody sigil<br />
|10<br />
|Adds 10 to maximum health, reduces damage bonus by 10%<br />
|-<br />
|7<br />
|Viper ward<br />
|25<br />
|Grants immunity to poison<br />
|-<br />
|8<br />
|Soul orb<br />
|30<br />
|Grants immunity to mana burn<br />
|-<br />
|9<br />
|Troll heart<br />
|10<br />
|Adds 1 extra health every time you gain a level<br />
|-<br />
|10<br />
|Tower shield<br />
|35<br />
|Grants +10% physical resistance<br />
|-<br />
|11<br />
|Mage helm<br />
|32<br />
|Grants +10% magical resistance<br />
|-<br />
|12<br />
|Scouting orb<br />
|21<br />
|Increases your sight radius. (Tiles 2 away from you are semivisible)<br />
|-<br />
|13<br />
|Blue bead<br />
|22<br />
|Offers extra +1 mana after every kill<br />
|-<br />
|14<br />
|Stone of seekers<br />
|26<br />
|Reveal the location of all monsters.<br />
|-<br />
|15<br />
|Spoon<br />
|1<br />
|Increases base damage by 1<br />
|-<br />
|16<br />
|Stone sigil<br />
|45<br />
|Grants immunity to death gaze<br />
|-<br />
|17<br />
|Badge of courage<br />
|20<br />
|Provides death protection<br />
|-<br />
|18<br />
|Talisman of rebirth<br />
|52<br />
|Instantly restores health to maximum, cures poison<br />
|-<br />
|19<br />
|Sign of the spirits<br />
|62<br />
|Instantly restores mana to maximum, cures mana burn<br />
|-<br />
|20<br />
|Bonebreaker<br />
|29<br />
|Adds a 30% damage bonus to your next attack only.<br />
|-<br />
|21<br />
|Stone heart<br />
|31<br />
|Restores 2 health whenever a wall is destroyed<br />
|-<br />
|22<br />
|Fire heart<br />
|38<br />
|Restores 10 health whenever an undead creature is destroyed<br />
|-<br />
|23<br />
|Platemail<br />
|50<br />
|Grants +20% physical resistance<br />
|-<br />
|24<br />
|Mage plate<br />
|45<br />
|Grants +20% magical resistance<br />
|-<br />
|25<br />
|Venom blade<br />
|55<br />
|Regular attacks do poison damage<br />
|-<br />
|26<br />
|Flaming sword<br />
|35<br />
|Attack damage counts as magical damage<br />
|-<br />
|27<br />
|Dancing sword<br />
|44<br />
|Grants first strike<br />
|-<br />
|28<br />
|Zombie Dog<br />
|1 <br />
|Provides death protection<br />
|-<br />
|29<br />
|Dwarven gauntlets<br />
|60<br />
|Attack bonus +20%, health bonus +2<br />
|-<br />
|30<br />
|Elven boots<br />
|65<br />
|Dodge bonus +20%, mana bonus +2<br />
|-<br />
|31<br />
|Keg o' health<br />
|55<br />
|3 health potions<br />
|-<br />
|32<br />
|Keg o' magic<br />
|55<br />
|3 mana potions<br />
|-<br />
|33<br />
|WEYTWUT glyph<br />
|50<br />
|Creates the WEYTWUT glyph<br />
|-<br />
|34<br />
|HALPMEH glyph<br />
|50<br />
|Creates the HALPMEH glyph<br />
|-<br />
|35<br />
|BLUDTUPOWA glyph<br />
|50<br />
|Creates the BLUDTUPOWA glyph<br />
|-<br />
|36<br />
|Crystal ball<br />
|50<br />
|Regenerates your mana twice as quickly<br />
|-<br />
|37<br />
|Agnostic's collar<br />
|10<br />
|Allows you to safely renounce your current deity<br />
|-<br />
|38<br />
|Vampiric sword<br />
|65<br />
|Adds 20% life steal<br />
|-<br />
|39<br />
|Spiked flail<br />
|80<br />
|Adds 50% knockback<br />
|-<br />
|40<br />
|Alchemist's scroll<br />
|72<br />
|Drinking a potion adds 6 max health permanently<br />
|-<br />
|41<br />
|Ring of the battlemage<br />
|90<br />
|Adds +50% fireball damage<br />
|-<br />
|42<br />
|Wicked guitar<br />
|70<br />
|Increases base damage by 10, reduces life steal by 20%<br />
|-<br />
|43<br />
|Berserker's blade<br />
|120<br />
|Increases damage bonus by 50%, reduces maximum mana to 1<br />
|-<br />
|44<br />
|Magician's moonstrike<br />
|120<br />
|Adds 15 to maximum mana, reduces base damage to 1<br />
|-<br />
|45<br />
|Terror slice<br />
|120<br />
|Increases damage bonus by 100%, reduces maximum health to 1<br />
|-<br />
|46<br />
|Amulet of Yendor<br />
|115<br />
|Grants 50 bonus experience points<br />
|-<br />
|47<br />
|Orb of Zot<br />
|120<br />
|Temporarily sets all monsters to 50% health<br />
|}<br />
<br />
* Tinkers get a 20% discount on store prices, rounded up.<br />
<br />
=== Shops ===<br />
To begin with, only 3 stores are created in each dungeon. This can be increased by 1 for every 3 classes that complete the [[Alpha:Factory|Factory]] Challenge. In addition, the Tinker class will cause an extra 6 stores to be created when the game begins.<br />
<br />
Item selection is not equally distributed within the Item Rank limit. Only the final shop created will be able to pick randomly from the full limit. The rest pick from a subset of the list based on what items have been unlocked and how many shops are to be created. If 9 shops were created, then the first shop would only be able to choose from the bottom 9th of the list; the second shop would then be able to choose from the bottom 2/9ths of the list, so long as it doesn't pick whatever the first shop has. This continues until all shops have selected the item to be sold.<br />
<br />
As an example, on a new profile, the first shop would only be able to stock the Pendant of health (Item Rank 1). The second shop would only choose from the Pendant of mana and the Fine sword, which are Item Ranks 2 to 3: it can't pick Item Rank 1 because the first shop created is already stocking that. Finally, the third shop can have any of the remaining unselected items up to the starting limit of Item Rank 5. This gives a 100% chance of the Pendant of health appearing, a 66% chance each of the Pendant of mana and Fine Sword appearing, and a 33% chance each of the Health potion or Mana potion appearing on a starting profile.<br />
<br />
Because of this, increasing the number of shops spawned also increases the chance of getting items closer to the current Item Rank limit. It's also worth noting that this makes the availability of top tier items limited: with 9 Shops and the full 47 Item Rank Limit, only one item out of Item Ranks 42 to 47 can possibly be found in a single game, and only two out of Item Ranks 37 to 47.<br />
<br />
{{DDNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&diff=51648User talk:Darvin2015-09-21T07:11:41Z<p>Darvin: </p>
<hr />
<div>If you think any article needs work, you can leave me a message here and I'll put a little time to fixing it up. --[[User:Darvin|Darvin]] 13:11, 24 September 2012 (CDT)<br />
<br />
If you wouldnt mind the alpha article on ranked needs majorly upgraded<br />
<br />
did that solve it -- [[User:Zaratustra|Zaratustra]] 16:22, 7 December 2013 (UTC)<br />
<br />
looks good now; keep up the good work -[[User:Darvin|Darvin]] 03:54, 8 December 2013 (UTC)<br />
<br />
Hello Darvin, I see you recently redesigned some pages, for example Tinker Silver, quoting "Fixed page format to more prominently display image", moving the screenshot up within the text and adding the MainNav. I do not question whether these edits are improvements, although I deliberately designed the page the way I did, because 1) I consider the text to be more important (and the map really just secondary), I myself prefer to read dungeon pages without the map "intruding" into the text; and 2) I though the logic was, include MainNav only on those pages that have their mention on the MainNav itself - all other pages should just link back to the main page mentioned on the MainNav. So Dungeons, each having their own entry, should include MainNav; but only the Class Challenges page (directly referenced in MainNav) should have the MainNav, the individual subpages shouldn't. What do you think about these? Is there any accepted convention governing these? [[User:Tinker|Tinker]] 08:58, 29 October 2014 (UTC)<br />
<br />
I didn't add the MainNav to these pages; that was there before my edits. Whether you want to keep it on this page is up to you; you're right that these pages aren't strictly associated with MainNav, but on the other hand they are very similar to dungeons so keeping a similar formatting may make sense. I'm fine with either way so long as we're being consistent, placing it on every class challenge page or none of them. As for the map, by using the "frame" formatting the text and image appear side-by-side. The idea is to have both the text and visual descriptions of the dungeon side-by-side and prominently displayed at the top of the page. In addition, this makes better vertical use of space on the page. --[[User:Darvin|Darvin]] 16:14, 29 October 2014 (UTC)<br />
<br />
<br />
Hi Darvin<br />
<br />
Can I ask your help in updating the image of the Thief Gold Challenge? I uploaded a newer, edited version, but no matter what I do, the page shows the older one as if I reuploaded the same thing without changing it. -[[User:Astral|Astral]]<br />
<br />
Nvm, the issue seems to have fixed itself. Do we need to wait some time (in this case a day) after updating an image to see the result?<br />
<br />
It's probably that your browser is caching the image.<br />
--[[User:Darvin|Darvin]] 17:23, 22 January 2015 (UTC)<br />
<br />
---<br />
<br />
Lujo:<br />
<br />
Darvin, you've worked on Wiki's before, how difficult is it to make one from scratch? I got half a mind to put togather one of my own. I've got very limited coding experience, though.<br />
<br />
I've never set up a wiki personally, but there shouldn't be any coding involved. [http://www.mediawiki.org/wiki/MediaWiki MediaWiki] is free and open source, so you just need to install that on your web server and get it configured properly. --[[User:Darvin|Darvin]] 07:26, 20 May 2015 (UTC)<br />
<br />
---<br />
Hi Darwin<br />
<br />
I modified the cursed oasis talk page to ask if it was still true that the cursed oasis did not have sub dungeons on some platforms. I know it has sub dungeons on iOS and the web. I do not know for android or pc. Since you deleted the page, I decided not to put it back there.<br />
EvilTwinSkippy<br />
<br />
My apologies; I must have accidentally tagged the talk page when cleaning up some spam. I've restored the talk page. Cursed Oasis does have subdungeons now, so that information looks out of date. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 17:44, 10 August 2015 (UTC)<br />
<br />
---<br />
<br />
Hi Darvin,<br />
<br />
could you please PM Zazzlegut that my email is lkordic86@gmail.com. We were having a nice conversation, but Dislekcia banned me from the forums so I can't think of a way to get back to him. [[User:Lujo|Lujo]]<br />
<br />
Done. You really do need to be a bit more careful with what you post; you know dislekcia has like zero patience for you at this point. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 07:11, 21 September 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&diff=51536Items2015-09-08T01:45:38Z<p>Darvin: clarified potion unlock</p>
<hr />
<div>{{TOC right}}<br />
<br clear=all><br />
<br />
= Items Available in Shops =<br />
<br />
== Basic ==<br />
<br />
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Badge of Honour.png]]<br />
|{{va|Badge of Honour}}<br />
| +10% attack bonus, can be consumed to grant 1-time death protection<br />
| 18<br />
| 40<br />
|-<br />
|[[File:Bloody Sigil.png]]<br />
|{{va|Bloody Sigil}}<br />
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed<br />
| 8<br />
| 45<br />
|-<br />
|[[File:Fine Sword.png]]<br />
|{{va|Fine Sword}}<br />
| +4 base damage<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Health.png]]<br />
|{{va|Pendant of Health}}<br />
| +10 max hit points.<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|{{va|Pendant of Mana}}<br />
| +2 max mana<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Spoon.png]]<br />
|{{va|Spoon}}<br />
| +1 base damage; small item<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Tower Shield.png]]<br />
|{{va|Tower Shield}}<br />
| +10% physical resistance<br />
| 14<br />
| 35<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|{{va|Troll Heart}}<br />
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| 16<br />
| 55<br />
|-<br />
|}<br />
<br />
== Quest ==<br />
<br />
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the "Quest Items" preparation from the Lvl 2 Bazaar building.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|Unlock Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Piercing Wand}}<br />
| BURNDAYRAZ reduce enemy resistance by 3% (Cannot go below 0%)<br />
| Quest: [[Quest#Double Take|Double Take]]<br />
| 13<br />
| 30<br />
|-<br />
|[[File:Rock Heart.png]]<br />
|{{va|Rock Heart}}<br />
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)<br />
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]<br />
| 14<br />
| 60 <br />
|-<br />
|<span style="font-size: 0">[[File:Dragon Soul.png]]</span><br />
|{{va|Dragon Soul}}<br />
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''<br />
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]<br />
| 23<br />
| 50<br />
|-<br />
|[[File:Fire Heart.png]]<br />
|{{va|Fire Heart}}<br />
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)<br />
| Quest: [[Quest#Ice and Fury|Ice and Fury]]<br />
| 20<br />
| 12<br />
|-<br />
|[[File:Crystal Ball.png]]<br />
|{{va|Crystal Ball}}<br />
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold<br />
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]<br />
| 15<br />
| 50<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Witchalok Pendant}}<br />
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item<br />
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]<br />
| 19<br />
| 30<br />
|-<br />
|[[File:Battlemage Ring.png]]<br />
|{{va|Battlemage Ring}}<br />
| BURNDAYRAZ deals +1 damage per level (+25% damage)<br />
| Quest: [[Quest#Minecraft|Minecraft]]<br />
| 25<br />
| 20<br />
|-<br />
|<span style="font-size: 0">[[File:Hero's Helm.png]]</span><br />
|{{va|Hero's Helm}}<br />
| +5 HP, +1 MP, +2 base damage<br />
| Quest: [[Quest#Confidence|Confidence]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Platemail.png]]<br />
|{{va|Platemail}}<br />
| -2 damage reduction per character level; your attacks are slowed<br />
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}<br />
| 23<br />
| 40<br />
|-<br />
|[[File:Whurrgarbl.png]]<br />
|{{va|Whurrgarbl}}<br />
| Your physical attacks apply Burning effect like BURNDAYRAZ<br />
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Trisword.png]]<br />
|{{va|Trisword}}<br />
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)<br />
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}<br />
| 12<br />
| 35<br />
|-<br />
|<span style="font-size: 0">[[File:Balanced Dagger.png]]</span><br />
|{{va|Balanced Dagger}}<br />
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item<br />
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}<br />
| 12<br />
| 44<br />
|-<br />
|[[File:Gloves of Midas.png]]<br />
|{{va|Gloves of Midas}}<br />
| Gain +1 gold every time you kill an XP-valuable monster<br />
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}<br />
| 10<br />
| 45<br />
|-<br />
|[[File:Venom Dagger.png]]<br />
|{{va|Venom Dagger}}<br />
| Poisons the enemy for 2 poison per character level each hit; small item<br />
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}<br />
| 16<br />
| 50<br />
|-<br />
|<span style="font-size: 0">[[File:Stone Sigil.png]]</span><br />
|{{va|Stone Sigil}}<br />
| Gain +1 Piety whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}<br />
| 14<br />
| 30<br />
|-<br />
|[[File:Martyr Wraps.png]]<br />
|{{va|Martyr Wraps}}<br />
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up<br />
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Agnostic Collar.png]]<br />
|{{va|Agnostic Collar}}<br />
| Prevents deity punishment for desecration<br />
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|Mage Plate}}<br />
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)<br />
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}<br />
| 20<br />
| 40<br />
|-<br />
|<span style="font-size: 0">[[File:Blue Bead.png]]</span><br />
|{{va|Blue Bead}}<br />
| Gain +1 MP whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Vampiric Blade}}<br />
| +1 {{t|Life steal}}<br />
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Viper Ward.png]]<br />
|{{va|Viper Ward}}<br />
| Immune to poison; small item<br />
| Complete "Hello, halflings!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|[[File:Soul Orb.png]]<br />
|{{va|Soul Orb}}<br />
| Immune to Mana Burn; small item<br />
| Complete "Hello, gnomes!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|}<br />
<br />
== Elite ==<br />
<br />
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the "Elite Items" preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered "out of order".<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Keg of Health.png]]<br />
|{{va|Keg of Health}}<br />
| Obtain 3 healing potions when used<br />
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Keg of Mana.png]]<br />
|{{va|Keg of Mana}}<br />
| Obtain 3 mana potions when used<br />
| Shops (Elite)<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Elven Boots.png]]<br />
|{{va|Elven Boots}}<br />
| +3 max mana, +15% magic resistance<br />
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Dwarven Gauntlets.png]]<br />
|{{va|Dwarven Gauntlets}}<br />
| +20% bonus damage, +2 max HP on level up<br />
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Amulet of Yendor}}<br />
| Grants +50 XP when used<br />
| Shops (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Orb of Zot.png]]<br />
|{{va|Orb of Zot}}<br />
| Every visible enemy has their max health (not current health) reduced by 50%<br />
| Shop (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Alchemist Scroll.png]]<br />
|{{va|Alchemist's Scroll}}<br />
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)<br />
| Shop (Elite)<br />
| 13<br />
| 40<br />
|-<br />
|[[File:Wicked Guitar.png]]<br />
|{{va|Wicked Guitar}}<br />
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10<br />
| Shop (Elite)<br />
| 11<br />
| 11<br />
|-<br />
|}<br />
<br />
= Kingdom Preparation Items =<br />
<br />
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.<br />
<br />
== Blacksmith Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|[[Blacksmith]] Level<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Bear Mace.png]]<br />
|{{va|Bear Mace}}<br />
| Your regular attack causes Knockback; +25% knockback damage<br />
| Level 1<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Perseverance Badge}}<br />
| +10% bonus damage; small item<br />
| Level 2<br />
| 15<br />
| 20<br />
|-<br />
|[[File:Really Big Sword.png]]<br />
|{{va|Really Big Sword}}<br />
| Attacks ignore 35% of target's physical resistance, but always strike second<br />
| Level 3<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Shield.png]]<br />
|{{va|Shield}}<br />
| -2 damage reduction<br />
| Level 1<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Slaying Wand.png]]<br />
|{{va|Slayer Wand}}<br />
| Instantly slays one target monster, granting base experience<br />
(no bonus experience; capped at your level)<br />
| Level 2<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Sword.png]]<br />
|{{va|Sword}}<br />
| +2 base damage<br />
| Level 1<br />
| 25<br />
| 35<br />
|-<br />
|}<br />
<br />
== Witch Potions ==<br />
<br />
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop. The unlock for the preparation and in-dungeon shop is different for each potion. Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Unlock Preparation<br />
!Unlock Shop<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Health Potion.png]]<br />
|{{va|Health Potion}}<br />
| Restores 40% of your maximum HP (rounded down) and removes poison<br />
| Always available<br />
| Always available<br />
|10<br />
|10<br />
|-<br />
|[[File:Mana Potion.png]]<br />
|{{va|Mana Potion}}<br />
| Restores 40% of your maximum MP (rounded down) and removes mana burn<br />
| Always Available<br />
| Always Available<br />
|10<br />
|10<br />
|-<br />
|[[File:Fortitude Tonic.png]]<br />
|{{va|Fortitude Tonic}}<br />
| Removes Poison and all stacks of Weakening<br />
| [[Witch]] level 1<br />
| Complicated Task Part 1<br />
|8<br />
|10<br />
|-<br />
|[[File:Burn Salve.png]]<br />
|{{va|Burn Salve}}<br />
| Removes Mana Burn and all stacks of Corrosion<br />
| [[Witch]] level 1<br />
| Complicated Task Part 2<br />
|8<br />
|10<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|Strength Potion}}<br />
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion<br />
| [[Witch]] level 2<br />
| Complicated Task Part 4<br />
|15<br />
|10<br />
|-<br />
|[[File:Schadenfreude Potion.png]]<br />
|{{va|Schadenfreude Potion}}<br />
| Restores 1 MP for every point of damage taken on your next attack<br />
<br/>(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)<br />
| [[Witch]] level 2<br />
| Complicated Task Part 5<br />
|15<br />
|10<br />
|-<br />
|[[File:Quicksilver Potion.png]]<br />
|{{va|Quicksilver Potion}}<br />
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge <br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be obtained from [[Tikki Tooki]] with the "Reflexes" boon)<br />
|15<br />
|10<br />
|-<br />
|[[File:Reflex Potion.png]]<br />
|{{va|Reflex Potion}}<br />
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.<br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be obtained from [[Tikki Tooki]] with the "Reflexes" boon)<br />
|15<br />
|10<br />
|-<br />
|[[File:Can of Whupaz.png]]<br />
|{{va|Can of Whupaz}}<br />
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.<br />
<br />
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).<br />
| [[Witch]] level 3<br />
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)<br />
|20<br />
|10<br />
|-<br />
|}<br />
<br />
== Alchemist Seals & Misc Preparation Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|[[File:Compression Seal.png]]<br />
|{{va|Compression Seal}}<br />
|Turns an item in your inventory into a small item<br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Transmutation Seal}}<br />
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. <br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Translocation Seal.png]]<br />
|{{va|Translocation Seal}}<br />
|Steals an item from a shop and halves the conversion value<br />
| [[Alchemist]] level 2<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Shop Scroll}}<br />
|When used creates an additional Shop Scroll on a random, empty adjacent tile. <br />
|Bazaar level 1<br />
|-<br />
|<span style="font-size: 0">[[File:Patches.png]]</span><br />
|{{va|Patches the Teddy}}<br />
| On level up, gives a random boon and random curse from the following list. <br />
Boons:<br />
+3 Health,<br />
+3 Gold,<br />
+5% Attack Bonus,<br />
+1 Mana,<br />
+4% Physical and Magical Resistance<br />
<br />
Curses:<br />
Mana Burn,<br />
Poison,<br />
Teleport,<br />
Grid Reveal<br />
| Thieves Den level 3<br />
|-<br />
|}<br />
<br />
= Items Found In Dungeons =<br />
<br />
== Subdungeon Items ==<br />
<br />
These items are most often found in subdungeons and class challenge runs, and are not available for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.<br />
<br />
=== Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Forlorn.png]]<br />
|"{{va|Forlorn}}"<br />
| Conversion value boosts to 100 upon entering inventory<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]<br />
|1<br />
|33/100<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|"{{va|Penance}}"<br />
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|35<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|{{va|Bound Sword}}<br />
| +15% damage, can't be converted<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|14<br />
|N/A<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Cracked Amulet}}<br />
| Consume to gain +5 XP<br />
| [[Subdungeon]]<br />
|2<br />
|10<br />
|-<br />
|[[File:Cracked Orb.png]]<br />
|{{va|Cracked Orb}}<br />
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP <br />
| [[Subdungeon]]<br />
|15<br />
|10<br />
|-<br />
|[[File:Cracked Soul Orb.png]]<br />
|{{va|Cracked Soul Orb}}<br />
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. <br />
| [[Subdungeon]]<br />
|10<br />
|50<br />
|-<br />
|[[File:Stone Sigil.png]]<br />
|{{va|Crumbling Ward}}<br />
| Can be consumed for +15 Piety. <br />
| [[Subdungeon]]<br />
|10<br />
|40<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Dairy Diary}}<br />
| Activate to read a diary of a goat. <br />
| [[Subdungeon]]<br />
|1<br />
|100<br />
|-<br />
|[[File:Hero's Helm.png]]<br />
|{{va|Dented Helm}}<br />
| +1 Mana Point +1 Damage. <br />
| [[Subdungeon]]<br />
|18<br />
|30<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Draining Blade}}<br />
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|50<br />
|-<br />
|[[File:Fake Beard.png]]<br />
|{{va|Fake Beard}}<br />
| +5 XP on pickup, can't be converted<br />
| [[Subdungeon]]<br />
| 10<br />
| N/A<br />
|-<br />
|[[File:Goat Horn.png]]<br />
|{{va|Goat Horn}}<br />
| +5% attack damage; small item<br />
|Found in {{CC|Warlord|Gold|Terror's End}}, [[Subdungeon]]<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Gorgon_Ward.png]]<br />
|{{va|Gorgward}}<br />
| Makes you immune to {{t|Death-gaze}}. Small item.<br />
| [[Subdungeon]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Long Rant}}<br />
| Adds 3 layers of Corrosion to enemies on the same dungeon level. (Confirmation?)<br />
| [[Subdungeon]] or Gaan'Telet<br />
| 1<br />
| 10<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|Mass09 Ledger}}<br />
| Use 1 gp to swap every monsters positions<br />
| [[Subdungeon]]<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Mystera Scripture.png]]<br />
|{{va|Mystera Scripture}}<br />
| Can be consumed to add +1 Max Mana<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Meatloaf.png]]<br />
|{{va|Nom Nom}}<br />
| Can be consumed to add +1 HP per level, but it also poisons the user.<br />
| [[Subdungeon]]<br />
| 18<br />
| 20<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Ritual Scroll}}<br />
|consume to add +5% resistances, +1 Max MP and +3 layers of curse<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|13<br />
|20<br />
|-<br />
|[[File:Zombie Dog.PNG]]<br />
|{{va|Pepper the Dog}}<br />
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.<br />
| [[Subdungeon]] or Priest Bronze Challenge<br />
| 1<br />
| 0<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Spider Amulet}}<br />
| Adds +10 HP, but attempts to poison the user every time they level up.<br />
| [[Subdungeon]]<br />
| 2<br />
| 20<br />
|-<br />
|[[File:Titan Guitar.png]]<br />
|{{va|Titan Guitar}}<br />
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.<br />
| [[Subdungeon]]: Really Awesome Guitar<br />
| 11<br />
| 11<br />
|-<br />
|[[File:Tokoloshe Charm.png]]<br />
|{{va|Tokoloshe Charm}}<br />
| +5% magic resistance; small item<br />
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge<br />
|1<br />
|10<br />
|-<br />
|[[File:Wand of Binding.png]]<br />
|{{va|Wand of Binding}}<br />
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET<br />
| Subdungeon<br />
|5<br />
|10<br />
|-<br />
|[[File:Wisp Gem.PNG]]<br />
|{{va|Wisp Gem}}<br />
| +5% base damage; small item<br />
| Subdungeon, various monsters in several dungeons drop them<br />
|1<br />
|10<br />
|-<br />
|}<br />
<br />
=== Non-Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|ARMOUR.EXE}}<br />
|Adds 20% phys resist<br />
|[[Subdungeon]]: WIZARD.EXE<br />
|1<br />
|1<br />
|-<br />
|[[File:Amulet.png]]<br />
|{{va|Amulet}}<br />
|???<br />
|[[Subdungeon]]: Teeth Teeth Teeth<br />
|15<br />
|35<br />
|-<br />
|[[File:Blade of Yin.png]]<br />
|{{va|Blade of Yin}}<br />
|Adds 3 base damage, can be consumed to grant Death Protection, small item<br />
|[[Subdungeon]]: Yin and Yang<br />
|15<br />
|35<br />
|-<br />
|[[File:Essence Potion.PNG]]<br />
|{{va|Essence Potion}}<br />
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found<br />
|[[Subdungeon]]: Metal Spider Temple, touching the altar<br />
|15<br />
|50<br />
|-<br />
|[[File:Dragon Heart.png]]<br />
|{{va|Dragon Heart}}<br />
|Adds 3 HP every time you gain a level; convert to kill Draco enemy<br />
|[[Subdungeon]]: Draco<br />
|1<br />
|5<br />
|-<br />
|[[File:Orb_of_lusory.png]]<br />
|{{va|Orb of Lusory}}<br />
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].<br />
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry<br />
|25<br />
|10<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Protect.EXE}}<br />
| Can be consumed to add a layer of Death Protection; two charges; small item<br />
| Subdungeon: Wizard.EXE<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Sticky Stick.png]]<br />
|{{va|Sticky Stick}}<br />
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|Strange Mixture}}<br />
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.<br />
| [[Subdungeon]]: Jadetooth<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Wand of Splosion}}<br />
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions<br />
| [[Subdungeon]]: El Potion Loco<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Wall Cruncher.PNG]]<br />
|{{va|Wall Cruncher}}<br />
|Activate to destroy walls directly to the N, E, S and W of your position, small item<br />
|Subdungeon<br />
|1<br />
|25<br />
|-<br />
|[[File:Whisper Charm.png]]<br />
|{{va|Whisper Charm}}<br />
| Adds +4% physical resistance<br />
| [[Subdungeon]]<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Yang's Sword.png]]<br />
|{{va|Yang's Sword}}<br />
| Adds +3 base damage, can be consumed to grant Death Protection; small item<br />
| [[Subdungeon]]: Yin and Yang<br />
| 15<br />
| 35<br />
|-<br />
|}<br />
<br />
=== Unclear ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:LEMMISI.png]]<br />
|{{va|LEMISI(?)}}<br />
|Reveals the entire map upon activation.<br />
|Subdungeon<br />
|18<br />
|20<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|Recipie Scroll}}<br />
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon<br />
| [[Subdungeon]]: Vegetarian Vampire<br />
| 1<br />
| 1<br />
|-<br />
|}<br />
<br />
== Dungeon Boss Rewards ==<br />
<br />
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Fabulous Treasure.png]]<br />
|{{va|Fabulous Treasure}}<br />
| This is amazing! You've never seen anything like it!<br />
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}<br />
| 95<br />
| 1<br />
|-<br />
|[[File:Dragon Shield.png]]<br />
|{{va|Dragon Shield}}<br />
| +18% physical and magic resistance<br />
| Dungeon boss reward: [[Dragon Isles]]<br />
|23<br />
|100<br />
|-<br />
|[[File:Namtar's Ward.png]]<br />
|{{va|Namtar's Ward}}<br />
| Can be used once per character level to give yourself death protection at no extra cost.<br />
| Dungeon boss reward: [[Namtar's Lair]]<br />
|50<br />
|100<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Avatar's Codex}}<br />
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|35<br />
|50<br />
|-<br />
|[[File:Naga Cauldron.png]]<br />
|{{va|Naga Cauldron}}<br />
| Gives healing potions overheal, and increases health and mana potion effectiveness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).<br />
| Dungeon boss reward: [[Naga City]]<br />
|12<br />
|35<br />
|-<br />
|[[File:Sensation Stone.png]]<br />
|{{va|Sensation Stone}}<br />
| No inherent effect, but can be converted for 150 conversion points. <br />
| Dropped by the Bridge Troll on the [[Havendale Bridge]]<br />
|25<br />
|150<br />
|-<br />
|}<br />
<br />
== Special Quest Items with Codex Entries: ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|'Tea'}}<br />
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.<br />
| [[Subdungeon]]: Orc unlock subdungeon<br />
| 0<br />
| n\a<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Gate Scroll}}<br />
| +5 max health, consume to read, unlocks [[Bazaar]]<br />
| First dungeon after Bank unlocked<br />
|15<br />
|N/A<br />
|-<br />
|[[File:Philosopher's Stone.png]]<br />
|{{va|Philosopher's Stone}}<br />
| If you take it back to the kingdom it unlocks [[Alchemist]]<br />
| It starts spawning in shops until you buy it and take it out<br />
|25<br />
|N/A<br />
|-<br />
|[[File:Midas Mantle.png]]<br />
|{{va|Midas Mantle}}<br />
| It gives immunity to Death Gaze<br />
| Only appears in the Rogue Silver Challenge and can be bought for 100 gold (?)<br />
|100<br />
|N/A<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|"Courage Juice"}}<br />
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.<br />
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge<br />
|15<br />
|10<br />
|-<br />
|}<br />
<br />
== God Items with Codex Entries ==<br />
<br />
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing Guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Taurog's Skullpicker.png]]<br />
|{{va|'Skullpicker'}}<br />
| Adds +5 base damage, and Taurog punishes you if you convert it.<br />
| Taking one of Taurog's boons<br />
| 0<br />
| 60<br />
|-<br />
|[[File:Taurog's Wereward.png]]<br />
|{{va|Wereward}}<br />
| Adds -5 damage reduction, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Gloat.png]]<br />
|{{va|Gloat}}<br />
| Adda +15% Magic Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Will.png]]<br />
|{{va|Will}}<br />
| Adda +15% Physical Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Prayer Bead.png]]<br />
|{{va|Prayer Bead}}<br />
| +1% magic resistance; small item; cannot be converted<br />
| Received from Glowing Guardian from certain boons<br />
|0<br />
|n/a<br />
|-<br />
|}<br />
<br />
= Unlisted Items =<br />
<br />
These items do not appear in the Codex and thus do not count for its completion ratio.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Item<br />
!Description<br />
!width=20%|Method of Obtaining<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Sword.png]]<br />
|Bargain Sword<br />
| +1 base damage<br />
| Shop (Bazaar level 0)<br />
| 15<br />
| <br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|Bargain Badge<br />
| +10% bonus damage<br />
| Shop (Bazaar level 0)<br />
| <br />
| <br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|Bargain Pendant<br />
| +1 max mana<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|Bargain Heart<br />
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|<span style="font-size: 0">[[File:Avatar Symbol (Outdated).png]]</span><br />
|{{va|Avatar Symbol (Outdated)}}<br />
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|<br />
|<br />
|}<br />
<br />
= Conversion Fodder =<br />
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus. There are many items well-known as "conversion fodder" that are relatively cheap and effective choices for this purpose. Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent. The following items are all considered conversion fodder:<br />
<br />
{{i|Bloody Sigil}} (5.6 CP / GP)<br/><br />
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character. Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.<br />
<br />
{{i|Gloves of Midas}} (4.5 CP / GP)<br/><br />
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff. As a result, it is highly prized.<br />
<br />
{{i|Rock Heart}} (4.3 CP / GP)<br/><br />
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph. Once you're done with it, you can convert it for a windfall. For those without the ability to crush walls, it's still worthwhile just for conversion points.<br />
<br />
{{i|Viper Ward}} & {{i|Soul Orb}} (4.06 CP / GP)<br/><br />
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done. They're one of the best conversion-fodder buys around.<br />
<br />
{{i|Balanced Dagger}} (3.67 CP / GP)<br/><br />
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have. However, in other scenarios it makes a good conversion fodder item. With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.<br />
<br />
{{i|Troll Heart}} (3.44 CP / GP)<br/><br />
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points. Given its high CP value, this is often a great deal.<br />
<br />
{{i|Crystal ball}} (3.33 CP / GP)<br/><br />
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.<br />
<br />
{{i|Venom Dagger}} (3.12 CP / GP)<br/><br />
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price. The item itself isn't very useful otherwise, though.<br />
<br />
{{i|Alchemist Scroll}} (3.07 CP / GP)<br/><br />
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51422D.E.R.P.2015-08-17T23:08:04Z<p>Darvin: corrected minor miscalculation with blood curse</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== Infamous Classes ===<br />
<br />
The preparations system for D.E.R.P. is extremely double-edged. While you might get multiple Elite items or rare gems like {{i|Dragon Heart}}, the choice of preparations lacks reliability. For example, the {{c|Rat Monarch}}'s crucial {{i|Bear Mace}} is highly unlikely to spawn as a prep, and the only other possible source is a subdungeon. {{c|Monk}} can't depend on having {{i|Martyr Wraps}}, etc. Practicing some Purist runs would serve a D.E.R.P. player well.<br />
<br />
If you're looking to maintain a win streak, practice some of the trickier classes. You can also cancel out of a D.E.R.P. on the preparation select page and return later, allowing some time for practice runs.<br />
<br />
{{c|Goatperson}} - No goat is ever safe! Pick as many early-game preps as possible, and thank your lucky stars if you get to start out with {{i|Amulet of Yendor}}. Kill popcorn early and often for food, and leave a glyph or three on the ground for CP. Pay attention to god rotations and avoid punishments.<br />
<br />
{{c|Rat Monarch}} - Practice this class without {{i|Bear Mace}}. Be ready to use gods to the fullest.<br />
<br />
{{c|Chemist}} - Aside from being one of the newest classes, Health Form and Mana Form are devilishly tricky and turn end-game planning on its head. Be on the lookout for gods with refills; if there are none, you will want to achieve the highest XP level manageable with a level-up heal and some blackspace left over. Always remember that potions are largely expendable.<br />
<br />
{{c|Vampire}} - Another sophisticated class. He depends greatly on blood cows and defensive stats.<br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship full-time, since maps with a random boss have a chance to be physically resistant. On the other hand, he's always a safe piety farm, and Taurog's Sword can easily jump start a run if desired. Additional boons should wait for knowledge of all bosses to be safe, though, as the inventory slot and max MP losses will double-nerf your casting potential. The mean time is also great for clearing out Magic and Mana Burn enemies before joining Mystera or Undead before joining Dracul. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Jehora Jeheyu}} offers the chaos avatar boon which increases your level by one. Interestingly, if you are level 9 or below this does not count as experience earned, but if you're level 10 when you activate it then the bonus ''does'' count as experience earned. This makes Jehora a very powerful capstone for for most experience if you can manage it! <br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at a low level. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them. Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned. This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.<br />
<br />
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience. This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical "best" possible score. Below is a description of how to get the lowest possible experience in order to compete. The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon. The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.<br />
<br />
==== One Boss ====<br />
<br />
This is the simplest case. You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss. If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience. If neither are available this results in a minimum value of 69. If only one is available you will end with 57 experience. If both are available you will end with 47 experience.<br />
<br />
This approach is the same for the Fighter, but with slightly different values due to his different progression tables. You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss. As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.<br />
<br />
==== Two Bosses ====<br />
<br />
In this case, your approach differs slightly based on the deity availability. <br />
<br />
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99. You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss. This earns you 42 experience for a total of 72, making you 5th level. Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.<br />
<br />
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86. Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level. Slaying the boss will grant you 32 experience, raising you to 6th level with change. Then kill the second boss for 24 experience.<br />
<br />
If both deities are present, then the lowest possible experience is 71. Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level. Slaying the boss will grant you 42 experience, taking you to 6th level, then slaying the second boss awards 24 experience.<br />
<br />
The approach with the Fighter is very similar regardless of which deities are available. Gain 13 experience to reach 3rd level. Activate any boons available to increase your level prior to fighting the first boss. Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss. If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.<br />
<br />
==== Three Bosses ====<br />
<br />
If neither JJ nor Dracul are available, then the lowest possible experience is 123. This works almost identically to the 2-boss scenario. Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:D.E.R.P.&diff=51419Talk:D.E.R.P.2015-08-17T21:07:59Z<p>Darvin: </p>
<hr />
<div>Hey good job guys! I like all the changes to the original except the addition of the new mentioned altars. TT bears no special mentions unless in the context of XP maxing; and what's this about magic immune random bosses?<br />
<br />
Anyway where do we link it? Main page and MainNav? [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 17:59, 11 August 2015 (UTC)<br />
<br />
Updated the main page. Meant to do that last night when I was editing, but I must have forgotten. Don't think there's a good place for it on mainnav. I fixed the reference to "physically immune" to "physically resistant" for Taurog. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 23:24, 11 August 2015 (UTC)<br />
<br />
I 100% was talking about the high-XP learderboard when I brought up TT. At the moment, that's where it fit in the best, but it could definitely fit better if "leaderboard strategies" had its own subcategory. I have no idea how most/least damage would work, though. [[User:MTaur|MTaur]]<br />
<br />
Least damage is redundant with least XP in most scenarios; Monk and Vampire runs are pretty much the only cases where those two are going to deviate substantially. Getting most damage is about ramping up as quickly as possible to a high level, then continually damaging the same monsters and allowing them to heal. It's a bit of an odd-duck compared to the other metrics. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 19:08, 12 August 2015 (UTC)<br />
<br />
BTW I'm not sure if L1 bosskills should be mentioned, they're out of question for most dailies but possible for some (I did 2-3 already, though I'm admittedly a very cheeky player...). Just not sure if folks would die more if they go for it without having done, like, a dozen before... [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:12, 14 August 2015 (UTC)<br />
<br />
Probably talk in more general terms about low-level boss kills, and how it's a high-risk/high-gain strategy to get a very high score for experience. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 20:17, 14 August 2015 (UTC)<br />
<br />
It seems to me like L1 boss kills belongs on a totally separate page, like a shenanigans page of some sort linked from the main page. - [[User:MTaur|MTaur]]<br />
<br />
Hey Darvin, I see you went a bit nuts with all the calculus for lowest-possible XP, though is this really needed on the D.E.R.P. page, especially in such detail? If folks find this content useful, it might make sense to have a separate page - I kinda like the 'shenanigans' term, or call it 'random objectives' or something - and list stuff like this there. It can link from DERP etc., but I'd prefer to keep the DERP page tight and readily useful for all players who look it up because they want a bit of help just winning their dailies... [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:43, 17 August 2015 (UTC)<br />
<br />
Good point there; I did kinda go nuts and the section got expanded significantly. Feel free to migrate that off to a separate page if you like. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 21:07, 17 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51417D.E.R.P.2015-08-17T21:03:40Z<p>Darvin: /* Most Experience */</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship full-time, since maps with a random boss have a chance to be physically resistant. On the other hand, he's always a safe piety farm, and Taurog's Sword can easily jump start a run if desired. Additional boons should wait for knowledge of all bosses to be safe, though, as the inventory slot and max MP losses will double-nerf your casting potential. The mean time is also great for clearing out Magic and Mana Burn enemies before joining Mystera or Undead before joining Dracul. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Jehora Jeheyu}} offers the chaos avatar boon which increases your level by one. Interestingly, if you are level 9 or below this does not count as experience earned, but if you're level 10 when you activate it then the bonus ''does'' count as experience earned. This makes Jehora a very powerful capstone for for most experience if you can manage it! <br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at a low level. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them. Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned. This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.<br />
<br />
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience. This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical "best" possible score. Below is a description of how to get the lowest possible experience in order to compete. The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon. The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.<br />
<br />
==== One Boss ====<br />
<br />
This is the simplest case. You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss. If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience. If neither are available this results in a minimum value of 69. If only one is available you will end with 57 experience. If both are available you will end with 47 experience.<br />
<br />
This approach is the same for the Fighter, but with slightly different values due to his different progression tables. You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss. As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.<br />
<br />
==== Two Bosses ====<br />
<br />
In this case, your approach differs slightly based on the deity availability. <br />
<br />
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99. You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss. This earns you 42 experience for a total of 72, making you 5th level. Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.<br />
<br />
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86. Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level. Slaying the boss will grant you 32 experience, raising you to 6th level with change. Then kill the second boss for 24 experience.<br />
<br />
If both deities are present, then the lowest possible experience is 74. Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level. Slaying the boss will grant you 42 experience, just shy of 6th level. Slay 3 XP worth of monsters to reach 6th level, then slay the boss for 24 experience. This sequence totals 74 experience.<br />
<br />
<br />
The approach with the Fighter is very similar regardless of which deities are available. Gain 13 experience to reach 3rd level. Activate any boons available to increase your level prior to fighting the first boss. Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss. If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.<br />
<br />
==== Three Bosses ====<br />
<br />
If neither JJ nor Dracul are available, then the lowest possible experience is 123. This works almost identically to the 2-boss scenario. Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51414D.E.R.P.2015-08-17T20:12:48Z<p>Darvin: /* Two Bosses - solved for fighter*/</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically resistant. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at a low level. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them. Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned. This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.<br />
<br />
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience. This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical "best" possible score. Below is a description of how to get the lowest possible experience in order to compete. The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon. The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.<br />
<br />
==== One Boss ====<br />
<br />
This is the simplest case. You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss. If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience. If neither are available this results in a minimum value of 69. If only one is available you will end with 57 experience. If both are available you will end with 47 experience.<br />
<br />
This approach is the same for the Fighter, but with slightly different values due to his different progression tables. You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss. As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.<br />
<br />
==== Two Bosses ====<br />
<br />
In this case, your approach differs slightly based on the deity availability. <br />
<br />
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99. You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss. This earns you 42 experience for a total of 72, making you 5th level. Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.<br />
<br />
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86. Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level. Slaying the boss will grant you 32 experience, raising you to 6th level with change. Then kill the second boss for 24 experience.<br />
<br />
If both deities are present, then the lowest possible experience is 74. Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level. Slaying the boss will grant you 42 experience, just shy of 6th level. Slay 3 XP worth of monsters to reach 6th level, then slay the boss for 24 experience. This sequence totals 74 experience.<br />
<br />
<br />
The approach with the Fighter is very similar regardless of which deities are available. Gain 13 experience to reach 3rd level. Activate any boons available to increase your level prior to fighting the first boss. Regardless of which combination (if any) of boons you used you will end up as a 6th level character after killing the first boss and should proceed to immediately slay the second boss. If neither god is available then this results in a minimum possible experience of 93, if only one is available your minimum is 81, and if both are available and used the minimum is 71.<br />
<br />
==== Three Bosses ====<br />
<br />
If neither JJ nor Dracul are available, then the lowest possible experience is 123. This works almost identically to the 2-boss scenario. Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51413D.E.R.P.2015-08-17T19:01:24Z<p>Darvin: /* Least Experience */</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically resistant. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at a low level. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them. Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned. This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.<br />
<br />
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience. This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical "best" possible score. Below is a description of how to get the lowest possible experience in order to compete. The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon. The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.<br />
<br />
==== One Boss ====<br />
<br />
This is the simplest case. You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss. If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience. If neither are available this results in a minimum value of 69. If only one is available you will end with 57 experience. If both are available you will end with 47 experience.<br />
<br />
This approach is the same for the Fighter, but with slightly different values due to his different progression tables. You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss. As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.<br />
<br />
==== Two Bosses ====<br />
<br />
In this case, your approach differs slightly based on the deity availability. <br />
<br />
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99. You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss. This earns you 42 experience for a total of 72, making you 5th level. Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.<br />
<br />
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86. Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level. Slaying the boss will grant you 32 experience, raising you to 6th level with change. Then kill the second boss for 24 experience.<br />
<br />
If both deities are present, then the lowest possible experience is 74. Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level. Slaying the boss will grant you 42 experience, just shy of 6th level. Slay 3 XP worth of monsters to reach 6th level, then slay the boss for 24 experience. This sequence totals 74 experience.<br />
<br />
==== Three Bosses ====<br />
<br />
If neither JJ nor Dracul are available, then the lowest possible experience is 123. This works almost identically to the 2-boss scenario. Slay 6 additional XP worth of monsters after killing the second boss (reaching 7th level) then slay the final boss for 18 experience, totally 123.<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51412D.E.R.P.2015-08-17T18:54:33Z<p>Darvin: /* Least Experience */</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically resistant. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at a low level. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
One of the biggest challenges with a least experience run is that the boss(es) will award a large amount of bonus experience for having killed them. Using deity boons to increase your level can counter-act this, as the level increase provided by {{g|Jehora Jeheyu}} and {{g|Dracul}} ''do not'' count towards your total XP earned. This allows you to earn less bonus experience from killing the boss, making these gods absolutely mandatory for a lowest experience score.<br />
<br />
Sometimes on particularly easy dailies players will achieve the absolute theoretical minimum possible experience. This, intriguingly, makes lowest experience the only metric where it's realistically possible to hit the theoretical "best" possible score. Below is a description of how to get the lowest possible experience in order to compete. The amount may vary depending on whether Dracul, Jehora Jeheyu, or both are present in the dungeon. The numbers are also slightly different for a {{c|Fighter}} due to the class having a modified XP table.<br />
<br />
==== One Boss ====<br />
<br />
This is the simplest case. You should always kill exactly 15 XP worth of monsters to reach 3rd level before slaying the boss. If Jehora Jeheyu and/or Dracul are available then activate Chaos Avatar and/or Blood Curse before killing the boss to reduce the bonus experience. If neither are available this results in a minimum value of 69. If only one is available you will end with 57 experience. If both are available you will end with 47 experience.<br />
<br />
This approach is the same for the Fighter, but with slightly different values due to his different progression tables. You only require 13 experience rather than 15 to reach 3rd level, but you also gain 1 extra experience point when killing the boss. As a result, the Fighter's minimum experience is exactly 1 point lower than for the other classes in every case presented here.<br />
<br />
==== Two Bosses ====<br />
<br />
In this case, your approach differs slightly based on the deity availability. <br />
<br />
If neither Dracul nor Jehora Jeheyu are present, then the lowest possible experience is 99. You must kill exactly 30 XP worth of monsters to reach 4th level before slaying the first boss. This earns you 42 experience for a total of 72, making you 5th level. Slay 3 XP worth of monsters to reach 75 experience and the 6th level, then slay the boss for 24 experience, totaling 99.<br />
<br />
If either Dracul or Jehora Jeheyu are present, then the lowest possible experience is 86. Again, kill 30 XP worth of monsters to reach 4th level then activate your boon to reach 5th level. Slaying the boss will grant you 32 experience, raising you to 6th level with change. Then kill the second boss for 24 experience.<br />
<br />
If both deities are present, then the lowest possible experience is 74. Kill exactly 5 XP worth of monsters to reach 2nd level, then activate both boons to promote to 4th level. Slaying the boss will grant you 42 experience, just shy of 6th level. Slay 3 XP worth of monsters to reach 6th level, then slay the boss for 24 experience. This sequence totals 74 experience.<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:D.E.R.P.&diff=51392Talk:D.E.R.P.2015-08-14T20:17:15Z<p>Darvin: </p>
<hr />
<div>Hey good job guys! I like all the changes to the original except the addition of the new mentioned altars. TT bears no special mentions unless in the context of XP maxing; and what's this about magic immune random bosses?<br />
<br />
Anyway where do we link it? Main page and MainNav? [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 17:59, 11 August 2015 (UTC)<br />
<br />
Updated the main page. Meant to do that last night when I was editing, but I must have forgotten. Don't think there's a good place for it on mainnav. I fixed the reference to "physically immune" to "physically resistant" for Taurog. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 23:24, 11 August 2015 (UTC)<br />
<br />
I 100% was talking about the high-XP learderboard when I brought up TT. At the moment, that's where it fit in the best, but it could definitely fit better if "leaderboard strategies" had its own subcategory. I have no idea how most/least damage would work, though. [[User:MTaur|MTaur]]<br />
<br />
Least damage is redundant with least XP in most scenarios; Monk and Vampire runs are pretty much the only cases where those two are going to deviate substantially. Getting most damage is about ramping up as quickly as possible to a high level, then continually damaging the same monsters and allowing them to heal. It's a bit of an odd-duck compared to the other metrics. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 19:08, 12 August 2015 (UTC)<br />
<br />
BTW I'm not sure if L1 bosskills should be mentioned, they're out of question for most dailies but possible for some (I did 2-3 already, though I'm admittedly a very cheeky player...). Just not sure if folks would die more if they go for it without having done, like, a dozen before... [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:12, 14 August 2015 (UTC)<br />
<br />
Probably talk in more general terms about low-level boss kills, and how it's a high-risk/high-gain strategy to get a very high score for experience. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 20:17, 14 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Halls_of_Steel&diff=51388Halls of Steel2015-08-14T19:12:22Z<p>Darvin: Thanks to Orb of Lusory, Monk rocks out here</p>
<hr />
<div>[[File:Halls_of_steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Hard difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. The boss is an elite version of Animated Armor with awful stats, but has 20 levels of death protection. This is the only dungeon where the Orb of Lusory [[File:Orb_of_lusory.png]] spawns. It is unlocked by completing [[Creeplight Ruins]]. Completing [[Halls of Steel]] with four classes unlocks [[Vicious Steel]]<br />
<br />
== Overview ==<br />
<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. Monster difficulty is 120%.<br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=190|attack=62|other=[[File:Death_protection.png|link=Death Protection]] (10) [[File:Magical_attack.jpg]]}}<br />
<br />
'''Special Rules:''' The Orb of Lusory spawns here: it is an item that grants 50% magic resistance. It can be destroyed to get rid of all illusions.<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Monk, Paladin, Sorcerer, Transmuter<br />
<br />
This boss has a considerable amount of staying power, so it is recommended you play a class that lasts long. The 4 main classes are Bloodmages, because of the considerable amount of fireballs you can throw, Monks, because their resistances and their considerable [[regen-fighting]] capabilities, Paladins, because HALPMEH and resistances are a great counteraction to low damage, and Sorcerers, because the mana shield takes out an additional layer of death protection. Also, make sure not to incur any weakening and lower resist, if it matters.<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can regen fight monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you are playing a monk, you should be regen fighting sorcerers and wraiths a few levels above you. You shouldn't do this too much because you need to save enough tiles to out regen the boss. Use taurog, and avoid weakening or lower resists. When you reach the boss begin fighting until you cannot, then reveal tiles till your hp is above 31. Once your hp is high enough, assuming you deal enough damage, you should be able to take off another layer of death protection. Use your Unstoppable Fury and health potions to try to outlast him once you run out of tiles.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
== Quests ==<br />
<br />
The only quest in the Halls of Steel is The Dancing Blades which grants 250 gold when you win the dungeon.<br />
<br />
<br />
{{DD2Nav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Ick_Swamp&diff=51372Talk:Ick Swamp2015-08-13T15:51:19Z<p>Darvin: </p>
<hr />
<div>Is it just random luck, or are there a fairly large number of Wraiths as well? I noticed outdated information like the boss's name, "Ssseth". - MTaur<br />
<br />
Itsssama was originally boss of a dungeon called Deep Swamp. The progression back then was Ick Swamp -> Hexx Ruins -> Deep Swamp -> Naga City. Eventually, Deep Swamp was eliminated, Itsssama took the place of boss of Ick Swamp, and Hexx Ruins and Ick Swamp swapped positions. True to the early beta, Itsssama's original stats were positively nuts, with 90% physical and magic resistance. You'll find a few pieces of ancient history here on the Wiki. A memorial to the forgotten dungeons: the Crypt, the Druid Grove, the Slime Mines, Deep Swamp, Spike Hazard, the Chokebox, and the Vanishing Oasis. --[[User:Darvin|Darvin]] 04:38, 8 June 2015 (UTC)<br />
<br />
I wasn't really paying attention today, but I'm not sure that only Warlocks can drop Wisp Gems. I'm not sure what the rule for Spoons is, either. - [[User:MTaur|MTaur]]<br />
<br />
Only Warlocks drop wisps. There is a random chance that a plant will drop a spoon when killed, but this chance is fairly low for each individual plant. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 15:51, 13 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51362D.E.R.P.2015-08-12T19:40:16Z<p>Darvin: </p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
== Accessing the D.E.R.P. ==<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
== D.E.R.P. Overview ==<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
== Preparation Effects unique to D.E.R.P.==<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
== Strategy ==<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
=== General ===<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically resistant. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Fastest Time ===<br />
<br />
The default sorting order of the daily leaderboard is fastest time, making it one of the more competitive metrics.<br />
<br />
* Your score is based on the time that the ''server'' receives confirmation of your victory, not the moment you slay the boss. As a result, you should finish the run the instant you land the killing blow to avoid racking up unnecessary extra time.<br />
* Try to ramp up quickly, even if it means attacking sub-optimal monsters or using a potion early. While bonus experience is valuable and conserving resources is important, you need to weigh that against the time you spent looking for ideal victims.<br />
* Be the proverbial tortoise, not the hare. If you click too quickly you're just likely to misclick and die. It's far more important to keep a steady pace and never stop. <br />
* Always think and plan ahead. If you know what you're going to do, you won't waste time planning down the road.<br />
* Skip subdungeons such as the [[Vegetarian Vampire]] that require careful consideration and planning.<br />
* On easier difficulty dailies, the prime determinant of a good time is often how quickly you find the boss. Exploring the map swiftly is very important in these cases.<br />
* Knowing exactly when to begin the boss battle can be very tricky. If you start too early you might undershoot it and fail to kill the boss, but if you keep leveling up you might be spending time for powers and abilities you don't need.<br />
<br />
=== Most Experience ===<br />
<br />
One of the most common challenges, Most Experience has a very different playstyle than fastest time. Where the former requires rapid exploration and targeting non-ideal enemies to keep pace, Most Experience requires you to carefully take your time and find the ideal enemies to maximize bonus experience. As a result, fast times usually perform poorly in the experience category and vice-versa. If you are pursuing one of these, you should decide which one before you begin the dungeon run.<br />
<br />
* Earning bonus experience and finishing every monster in the dungeon are obviously important. Take your time to ramp up sensibly and find the ideal enemies.<br />
* Obviously you want to kill every monster in the dungeon, if possible.<br />
* Deity choice can be paramount to raising your experience earnings. The {{g|Glowing Guardian}} offers the Humility boon, reducing your level and increasing bonus experience. Both {{g|Jehora Jeheyu}} and {{g|The Earthmother}} offer you ways to get bonus experience, with slow and petrification. {{g|Tikki Tooki}} offers Tikki's Edge, which over the long-term allows for lots of bonus experience. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* If it's available, the {{s|ENDISWAL}} glyph is unmatched for its ability to boost your experience gain<br />
* The {{i|Amulet of Yendor}} is a very good item to begin with, but if you're going for most experience there is almost never a situation you can be without it when it's available.<br />
* Similarly, the {{i|Elite Items}} preparation could end up making Amulet of Yendor available for you. While it's not possible to know for sure, the items it grants are often very useful anyways so it's not a bad prep.<br />
<br />
=== Most Damage ===<br />
<br />
The third column, damage, has the fewest number of competitors. However, there are still a few who compete in this category and produce impressive scores.<br />
<br />
* Try to level up while exploring as little as possible. You need as much healing as possible, so conserve blackspace.<br />
* Once you're a decent level, begin fighting monsters but '''don't kill them''', simply leave and let them heal. Even better, if it's a {{m|Shade}} it will teleport away and lifesteal you later for overheal. A {{m|Vampire}} can also be knocked back into the unexplored territory to heal it.<br />
<br />
<br />
=== Least Experience ===<br />
<br />
An unofficial challenge, sorting by least experience is difficult to read since losing runs may be sorted above winning runs (and obviously suiciding at the 1st level is unimpressive). However, there are a small number of players who sometimes do compete for this metric, and it's surprisingly difficult to get. Least experience requires absolute minimalism, taking down the boss at the lowest level possible. Because many of their approaches are similar, it is possible to pursue both low experience and fast time simultaneously. Least experience is usually regarded as redundant with least damage, since with few exceptions gaining experience requires dealing damage to monsters. <br />
<br />
* Explore heavily early to find the boss(es), glyphs, and shops; you need to know what you're dealing with, what tools are at your disposal, and figure out how powerful you need to be to beat them.<br />
* Items, boons, and abilities that grant bonus experience aren't completely out of the cards; you only care about your total experience, and you can and will leave most monsters untouched anyways.<br />
<br />
<br />
== Infamous D.E.R.P.'s ==<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:D.E.R.P.&diff=51361Talk:D.E.R.P.2015-08-12T19:08:21Z<p>Darvin: </p>
<hr />
<div>Hey good job guys! I like all the changes to the original except the addition of the new mentioned altars. TT bears no special mentions unless in the context of XP maxing; and what's this about magic immune random bosses?<br />
<br />
Anyway where do we link it? Main page and MainNav? [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 17:59, 11 August 2015 (UTC)<br />
<br />
Updated the main page. Meant to do that last night when I was editing, but I must have forgotten. Don't think there's a good place for it on mainnav. I fixed the reference to "physically immune" to "physically resistant" for Taurog. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 23:24, 11 August 2015 (UTC)<br />
<br />
I 100% was talking about the high-XP learderboard when I brought up TT. At the moment, that's where it fit in the best, but it could definitely fit better if "leaderboard strategies" had its own subcategory. I have no idea how most/least damage would work, though. [[User:MTaur|MTaur]]<br />
<br />
Least damage is redundant with least XP in most scenarios; Monk and Vampire runs are pretty much the only cases where those two are going to deviate substantially. Getting most damage is about ramping up as quickly as possible to a high level, then continually damaging the same monsters and allowing them to heal. It's a bit of an odd-duck compared to the other metrics. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 19:08, 12 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:D.E.R.P.&diff=51357Talk:D.E.R.P.2015-08-11T23:24:25Z<p>Darvin: </p>
<hr />
<div>Hey good job guys! I like all the changes to the original except the addition of the new mentioned altars. TT bears no special mentions unless in the context of XP maxing; and what's this about magic immune random bosses?<br />
<br />
Anyway where do we link it? Main page and MainNav? [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 17:59, 11 August 2015 (UTC)<br />
<br />
Updated the main page. Meant to do that last night when I was editing, but I must have forgotten. Don't think there's a good place for it on mainnav. I fixed the reference to "physically immune" to "physically resistant" for Taurog. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 23:24, 11 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51356D.E.R.P.2015-08-11T23:23:55Z<p>Darvin: /* Strategy */</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
=== Preparation Effects unique to D.E.R.P.===<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Other Challenges ===<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically resistant. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Infamous D.E.R.P.'s ===<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&diff=51355Desktop Dungeons2015-08-11T23:21:03Z<p>Darvin: /* Game information */</p>
<hr />
<div>__NOTOC__<br />
<big>'''Welcome to the ''Desktop Dungeons'' Wiki!'''</big><br />
<br />
[[File:Gameplay_thumb.png|right|thumb|400px|''Desktop Dungeons Gameplay ([[Media:Gameplay.png|full resolution]])'']]<br />
<br />
If you've never played a roguelike before, prepare to die, because you will! A lot! ''Desktop Dungeons'' was designed as a quick 5-15 minute mini-roguelike experience for you to enjoy without having to lose yourself for hours in the more complex roguelikes such as ''[[Wikipedia:Linley's Dungeon Crawl|Dungeon Crawl Stone Soup]]''. (''DD'' is also heavily inspired by ''DCSS''.)<br />
<br />
This is the #1 source for information about the PC game ''Desktop Dungeons''. Registration is easier than most forums; feel free to contribute if you spot any inaccurate information.<br />
<br />
<br style="line-height:15"/><br />
== Game information ==<br />
{|width="75%" cellpadding="1" style="border:1px solid; text-align:left; font-size:100%; font-family:verdana;"<br />
|-<br />
|<br />
{|width="100%" cellpadding="1" style="border:0px solid; text-align:left; font-size:100%; font-family:verdana;"<br />
!Full Version<br />
|-<br />
|[[New Players Guide]] - Get started here<br />
|-<br />
|[[Buildings]] - The basic blocks of your adventuring Kingdom<br />
|-<br />
|[[The Dungeons]] - An overall look at the dungeons you'll find<br />
|-<br />
|[[Races]] - Descriptions of the tasty glyph eating strategies<br />
|-<br />
|[[Classes]] - Descriptions and successful strategies<br />
|-<br />
|[[Class Challenges]] - Devious dungeons that teach a class<br />
|-<br />
|[[Strategy]] - Strategies to help players good and new alike<br />
|-<br />
|[[Glyphs]] - Information on glyphs<br />
|-<br />
|[[Level|Leveling]] - Details on how the game's leveling and experience system works<br />
|-<br />
|[[Gods]] - The depravity of devious deities divulged!<br />
|-<br />
|[[Items]] - Details on item functionality<br />
|-<br />
|[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of ''Desktop Dungeons''!<br />
|-<br />
|[[Boosters]] - Stat boosters found in dungeons<br />
|-<br />
|[[Subdungeons]] - The deep depths of dangerous dungeons<br />
|-<br />
|[[Preparations]] - Give yourself an advantage up in your next dungeon run<br />
|-<br />
|[[Unlockables]] - List of unlockable content and unlock conditions<br />
|-<br />
|[[SignStories|Sign Stories]] - Stories found on signs throughout the game<br />
|-<br />
|[[Puzzles|Puzzles]] - Unlockable puzzles to challenge your mastery<br />
|-<br />
|[[D.E.R.P.]] - Daily challenges<br />
|}<br />
|<br />
{|width="100%" cellpadding="1" style="border:0px solid; text-align:left; font-size:100%; font-family:verdana;"<br />
!Alpha/Freeware Version<br />
|-<br />
|[[Alpha:New Players Guide|New Players Guide]] - Look into the past<br />
|-<br />
|[[Alpha:Dungeon|The Dungeon]] - The dungeons that have been<br />
|-<br />
|[[Alpha:Races|Races]] - Civilizations of gone eras<br />
|-<br />
|[[Alpha:Classes|Classes]] - They do things differently there<br />
|-<br />
|[[Alpha:Strategy|Strategy]] - Learn the old ways<br />
|-<br />
|[[Alpha:Advanced Strategy|Advanced Strategy]] - Secrets from the ancient masters<br />
|-<br />
|[[Alpha:Glyphs|Glyphs]] - The elder scrolls<br />
|-<br />
|[[Alpha:Level|Leveling]] - Still the same, actually<br />
|-<br />
|[[Alpha:Gods|Gods]] - The old testament, revealed<br />
|-<br />
|[[Alpha:Items|Items]] - Ancient artifacts<br />
|-<br />
|[[Alpha:Monsters|Monsters]] - Bygone bestiary<br />
|-<br />
|[[Alpha:Boosters|Boosters]] - Not much change either<br />
|-<br />
|[[Alpha:Scoring|Scoring]] - For when you've unlocked Ranked games<br />
|-<br />
|[[Alpha:Lothlorien|Lothlorien]] - 3 stage quest guide<br />
|}<br />
|}<br />
<br />
== Tutorials and Help ==<br />
[[Annotated Playthroughs]] - Examples from veteran players <br /><br />
[[Video Tutorials]] - Basics <br /><br />
[http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]<br />
<br />
<br />
== Further Information on ''Desktop Dungeons'' ==<br />
{{News}}<br />
* Homepage: [http://www.desktopdungeons.net Desktopdungeons.net]<br />
* [http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]<br />
* Play in your browser: [http://www.desktopdungeons.net/play-desktop-dungeons-beta Link]<br />
<br />
<br />
== Contributing ==<br />
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]<br />
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]<br />
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]<br />
<br />
<br />
== ALPHA: Feedback and media ==<br />
* [[Feedback]] - For discussion of existing game features and known issues<br />
* [[Brainstorming]] - For discussion of new ideas<br />
* [[Media]] - Collections of what has been scribed, sung or shouted about the game elsewhere. <br />
* [[Tileset]]s - New graphics sets created by the player community<br />
* [[Playthroughs]] - Annotated playthroughs of the game<br />
* [http://www.gmhighscores.com/highscores.php?gameid=936 Desktop Dungeons highscores]<br />
* [http://www.nag.co.za/forums/showthread.php?t=13014 Link to game thread]</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51352D.E.R.P.2015-08-11T02:18:06Z<p>Darvin: /* Infamous D.E.R.P.'s */</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
=== Preparation Effects unique to D.E.R.P.===<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Other Challenges ===<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically immune. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Infamous D.E.R.P.'s ===<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch and Shifting Passages is one of the most difficult dungeons in rotation.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51351D.E.R.P.2015-08-11T02:17:00Z<p>Darvin: /* Infamous D.E.R.P.'s */ bold is better than italics</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
=== Preparation Effects unique to D.E.R.P.===<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Other Challenges ===<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically immune. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Infamous D.E.R.P.'s ===<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
'''March 14th 2015 - Half-Dragon in Magma Mines'''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
'''May 14th 2015 - Rat Monarch in Shifting Passages'''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch. Only 8 players won this D.E.R.P., making it the lowest number of survivors of any to date.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51350D.E.R.P.2015-08-11T02:16:30Z<p>Darvin: Added infamous DERPs</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
=== Preparation Effects unique to D.E.R.P.===<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Other Challenges ===<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically immune. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
=== Infamous D.E.R.P.'s ===<br />
<br />
Every D.E.R.P. to date has been winnable, with at least some players winning. However, a few have been notorious for their high difficulty or deadly traps.<br />
<br />
''March 14th 2015 - Half-Dragon in Magma Mines''<br />
The Half-Dragon runs into a problem with the magic-immune boss in this dungeon. His regular attack deals magic damage, and his only way to deal physical damage is with knockback. Normally this is only an inconvenience, but if the boss happens to be cornered by impassible tiles he can't be knocked back into anything, and knocking things into him can't deal a killing blow! While people who prepared Taurog were able to force him to move due to his cowardly trait, and some people figured out that the WHUPAZ potion can be used to deliver 1 point of damage after he has been sufficiently weakened to finish him, most people were faced with a situation that couldn't be won by any conventional means.<br />
<br />
''May 14th 2015 - Rat Monarch in Shifting Passages''<br />
The highest mortality rate of any D.E.R.P. to date, only 8 players won this difficult dungeon. The randomized boss was Bleaty, which proved difficult for the Rat Monarch to actually land a hit against. Part of the difficulty was that the Enhanced Edition was relatively new, so players had not yet had much time to become accustomed to the Rat Monarch. Only 8 players won this D.E.R.P., making it the lowest number of survivors of any to date.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51345D.E.R.P.2015-08-10T23:49:27Z<p>Darvin: </p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
<br />
=== Preparation Effects unique to D.E.R.P.===<br />
Because the D.E.R.P. allows combinations of preparations that are usually illegal, there are a number of unique interactions and approaches available to players here:<br />
<br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Other Challenges ===<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically immune. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the result item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51344D.E.R.P.2015-08-10T23:47:06Z<p>Darvin: more details</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015). The daily challenge resets at Midnight GMT.<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The map The preparations can be almost anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
'''Preparation Effects unique to D.E.R.P.'''<br><br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
The D.E.R.P. resets at Midnight GMT. Any ongoing attempts that have not yet completed at this time are counted as losses. <br />
<br />
== Other Challenges ==<br />
<br />
Attempting to build a long streak is only one of the ways to compete in the daily; many players pursue other challenges over and above merely winning the dungeon. Here are some common exploits:<br />
<br />
* Fastest Time<br><br />
* Most Experience<br><br />
* Least Experience (it's harder than it sounds...)<br><br />
* Most Damage Dealt<br><br />
* Most Piety<br><br />
* No Preparations<br><br />
<br />
It's possible to pursue a combination of these, producing an overall impressive entry even if you're not the best in any one category. Sometimes players do unique things that don't appear on the score-screen. If you do something cool, why not [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3253 share it with the Desktop Dungeons community?]<br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. As a result, reliability is favored over power, and short-term boosts are favored over long-term boosts. <br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
* {{g|Taurog}} is a risky deity to worship, since there is always a chance the boss may be randomly physically immune. <br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the result item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=D.E.R.P.&diff=51343D.E.R.P.2015-08-10T23:30:22Z<p>Darvin: Tightened up strategy section</p>
<hr />
<div>The '''Daily Exploration Re-Enactment Program''' is a daily challenge complete with score metrics. It was introduced with the Enhanced Edition (beta testing began 10th March 2015, official release date 20th April 2015).<br />
<br />
=== Accessing the D.E.R.P. ===<br />
<br />
The D.E.R.P. becomes accessible by unlocking the [[Audit Zeppelin]] in a Kingdom. After the Audit Zeppelin is unlocked, it shows individual statistics, as well as allows access to the daily D.E.R.P. challenges and to the Leaderboard. The D.E.R.P. can also be accessed from the main splash screen without loading any of the kingdoms; any gold award received for completing the daily challenge will be added to the most recently played Kingdom's treasury. The daily challenge resets at midnight GMT, and although runs may be attempted even just before the cut-over, any run not finished and reported before midnight will mess up the results for the given day. Each D.E.R.P. can only be attempted once, and the game communicates with the Daily Servers when the daily is started; and when the daily is finished. If the connectivity fails, the server may not acknowledge completion of a given daily, or it may not allow the attempt altogether.<br />
<br />
=== D.E.R.P. Overview ===<br />
<br />
D.E.R.P. selects a random map, and a random class/race combination; as well as offers four choices of preparations, each selectable from a set of three. The map can be any Normal or Hard map except for Tower of Gaan-Telet; the class/race combination can be anything (including monster classes; the Enhanced Edition Chemist and Rat Monarch classes; and the Goatperson is also playable this way, even though it is normally only available as part of the Goatperson DLC). The preparations can be anything that are available from fully upgraded kingdom buildings. What makes the preparations very unique is that some of the normal rules governing preparation choice do not apply. For example, it is often possible to prepare multiple preparations from the same building (that are mutually exclusive during normal dungeon runs). Items that are normally very rare in shops, such as {{i|Orb of Zot}}, are also significantly more common as daily preparations.<br />
<br />
In addition to the level, class, race, and available preparations being seeded random, it is also the case that the random stores, glyphs, monsters, subdungeons, and altars are seeded random. This means that which gods you get is randomly decided for everyone once and for all when the D.E.R.P. is generated by the host server. If you read about someone else's run, your run will have the same gods, monsters, etc. The extra/removed glyph from more/fewer glyphs will be the same, the item swap from Quest/Elite Items will be the same, Conjunction will add the same god, and prepared altars will remove the same god (if the prepared god wasn't already present). A spoiler-free run will leave the player at a mild disadvantage, but almost every D.E.R.P. is winnable regardless and many players are eager to discuss their findings in the forums.<br />
<br />
'''Preparation Effects unique to D.E.R.P.'''<br><br />
*Preparing both Extra Glyph and Fewer Glyphs will keep the number of glyphs at 5, however will increase their conversion value to 130 points.<br><br />
*Preparing multiple altars is possible, and each prepared altar will spawn relatively close to the starting location. Preparing four altars on a non-Crusader is possible; however, only three of the prepared altars will actually spawn in the dungeon. There is no way of knowing which one of the four prepared altars will not spawn. All prepared altars - even the one not showing up - will carry their normal preparations penalties.<br><br />
*The ability to prepare multiple altars means you can ensure there are more than one within close proximity to the dungeon entrance, allowing you to immediately desecrate one god to fuel another. <br />
*Bet on Boss will work as normal; gold is carried out from the dungeon as normal, as well as the trophy values are awarded as normal. Note though that no items can be kept from a D.E.R.P. run.<br><br />
*It is sometimes possible to prepare non-lockerable items like the {{i|Dragon Heart}} or the {{i|Sticky Stick}}.<br><br />
*Individual potions are never available as preparations (though the Apothecary Bazaar preparation can be), however the Apothecary has an extended potion offering during the dailies, and it includes the three potions normally only available as preparations: {{i|Quicksilver Potion}}, {{i|Reflex Potion}} and {{i|Can of Whupaz}}.<br><br />
<br />
=== Strategy ===<br />
<br />
Each D.E.R.P. can only be attempted once. Since the primary overall player ranking metric is the current win streak, a lot of players lean towards the "safe" options when playing. Since the D.E.R.P. never selects vicious dungeons or Gaan-Telet, none of the dungeons in rotations require exceptional endurance. Some of the items/preparations/glyphs are particularly notable in the dailies:<br />
<br />
'''Altars'''<br><br />
*Despite his sometimes debilitating random punishments, {{g|Jehora Jeheyu}} is perhaps the best altar preparation / early worship deity (if available). The free {{s|WEYTWUT}} glyph offers a reliable way to de-clog the map; and the sheer power offered by his Boost Health/Mana boons help a lot with leveling; and the extra refills granted by Chaos Avatar and Last Chance help a lot during the boss fights.<br><br />
* {{g|Binlor Ironshield}} is an acceptable alternative to Jehora on cramped maps, especially [[Shifting Passages]] and [[The Labyrinth]]. While {{s|PISORF}} solves many problems, farming up {{s|ENDISWAL}} early is the safest bet, and the piety will easily earn itself back. On maps like [[Havendale Bridge]] and [[Berserker Camp]], though, the main bottleneck is indestructible and [[PISORF]]/[[ENDISWAL]] is unreliable.<br><br />
*{{g|The Earthmother}}, while being an excellent deity overall, will make you want to petrify plants and/or opponents. Be very careful not to wall yourself off by being over-zealous in pursuit of Earthmother piety. On mazelike maps like The Labyrinth or Shifting Passages just stay clear of her if possible. The Earthmother's Entanglement and Clearance boons are particularly helpful.<br><br />
* Although he offers no free glyph, the {{g|Glowing Guardian}} offers boons to boost Health and Mana like Jehora, as well as boons to refill; and perhaps most importantly, Humility helps with leveling and often makes reaching Level 11 stats possible, and it is one of most crucial boons for players aiming for the top of the XP leaderboard.<br><br />
* Aside from Jehora and GG, {{g|Tikki Tooki}} is the other experience farming deity. GG is best early, Jehora grants the most XP when you use him to reach level 10, and TT is good late in the run as long as you can farm a lot of piety while saving lots of popcorn.<br><br />
<br />
'''Items'''<br><br />
* {{i|Namtar's Ward}} is a very safe preparation if available, the death protection it offers goes beyond its normal utility, and also helps prevent accidental losses ('misclicks'). It is also worth 100 CP when converted, which often outclasses lesser preparations options on its own.<br><br />
* The {{i|Amulet of Yendor}} can be very useful, helping to out-level monsters and take a lot of pressure off the leveling; alternatively, it can be preserved until the boss fight to trigger an extra mid-fight level-up.<br><br />
*Items that give you {{t|Slow Strike}} - like the {{i|Platemail}} or the {{i|Really Big Sword}} - should generally be avoided unless absolutely necessary. A lot of extra hazards are opened up by losing the first strike against lower-level opponents.<br><br />
*{{i|Patches}} is almost never worth it during a Daily. It can teleport the character into a very tight spot, either between tough monsters or even into completely walled-off areas.<br><br />
<br />
'''Other Preparations'''<br><br />
*Apothecary is a strong preparation in the dailies because the extended potion assortment can make up for the non-customizable potion kit.<br><br />
*Elite Items may be worth it just for the shot at having an Amulet of Yendor in store. If you manage to pair this with {{i|Translocation Seal}}, the result item gained will likely be worth two preparation slots, especially if the alternative preparations are mediocre.<br><br />
*The Fireball Magnet preparation is extremely useful in the daily, as accessibility of the glyphs can be highly variable<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Darvin&diff=51337User talk:Darvin2015-08-10T17:44:59Z<p>Darvin: </p>
<hr />
<div>If you think any article needs work, you can leave me a message here and I'll put a little time to fixing it up. --[[User:Darvin|Darvin]] 13:11, 24 September 2012 (CDT)<br />
<br />
If you wouldnt mind the alpha article on ranked needs majorly upgraded<br />
<br />
did that solve it -- [[User:Zaratustra|Zaratustra]] 16:22, 7 December 2013 (UTC)<br />
<br />
looks good now; keep up the good work -[[User:Darvin|Darvin]] 03:54, 8 December 2013 (UTC)<br />
<br />
Hello Darvin, I see you recently redesigned some pages, for example Tinker Silver, quoting "Fixed page format to more prominently display image", moving the screenshot up within the text and adding the MainNav. I do not question whether these edits are improvements, although I deliberately designed the page the way I did, because 1) I consider the text to be more important (and the map really just secondary), I myself prefer to read dungeon pages without the map "intruding" into the text; and 2) I though the logic was, include MainNav only on those pages that have their mention on the MainNav itself - all other pages should just link back to the main page mentioned on the MainNav. So Dungeons, each having their own entry, should include MainNav; but only the Class Challenges page (directly referenced in MainNav) should have the MainNav, the individual subpages shouldn't. What do you think about these? Is there any accepted convention governing these? [[User:Tinker|Tinker]] 08:58, 29 October 2014 (UTC)<br />
<br />
I didn't add the MainNav to these pages; that was there before my edits. Whether you want to keep it on this page is up to you; you're right that these pages aren't strictly associated with MainNav, but on the other hand they are very similar to dungeons so keeping a similar formatting may make sense. I'm fine with either way so long as we're being consistent, placing it on every class challenge page or none of them. As for the map, by using the "frame" formatting the text and image appear side-by-side. The idea is to have both the text and visual descriptions of the dungeon side-by-side and prominently displayed at the top of the page. In addition, this makes better vertical use of space on the page. --[[User:Darvin|Darvin]] 16:14, 29 October 2014 (UTC)<br />
<br />
<br />
Hi Darvin<br />
<br />
Can I ask your help in updating the image of the Thief Gold Challenge? I uploaded a newer, edited version, but no matter what I do, the page shows the older one as if I reuploaded the same thing without changing it. -[[User:Astral|Astral]]<br />
<br />
Nvm, the issue seems to have fixed itself. Do we need to wait some time (in this case a day) after updating an image to see the result?<br />
<br />
It's probably that your browser is caching the image.<br />
--[[User:Darvin|Darvin]] 17:23, 22 January 2015 (UTC)<br />
<br />
---<br />
<br />
Lujo:<br />
<br />
Darvin, you've worked on Wiki's before, how difficult is it to make one from scratch? I got half a mind to put togather one of my own. I've got very limited coding experience, though.<br />
<br />
I've never set up a wiki personally, but there shouldn't be any coding involved. [http://www.mediawiki.org/wiki/MediaWiki MediaWiki] is free and open source, so you just need to install that on your web server and get it configured properly. --[[User:Darvin|Darvin]] 07:26, 20 May 2015 (UTC)<br />
<br />
---<br />
Hi Darwin<br />
<br />
I modified the cursed oasis talk page to ask if it was still true that the cursed oasis did not have sub dungeons on some platforms. I know it has sub dungeons on iOS and the web. I do not know for android or pc. Since you deleted the page, I decided not to put it back there.<br />
EvilTwinSkippy<br />
<br />
My apologies; I must have accidentally tagged the talk page when cleaning up some spam. I've restored the talk page. Cursed Oasis does have subdungeons now, so that information looks out of date. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 17:44, 10 August 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&diff=51253Subdungeons2015-07-15T18:47:07Z<p>Darvin: removed outdated subdungeons</p>
<hr />
<div>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.<br />
<br />
<br />
==Non-repeatable Subdungeons==<br />
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).<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=10% | Name<br />
!width=10% | Appears in<br />
!width=10% | Explored?<br />
!width=75% | Summary<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Halfling]]<br />
|???<br />
|???<br />
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Gnome]]<br />
|???<br />
|???<br />
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Orc]]<br />
|???<br />
|???<br />
|An Orc in a subdungeon. Offers some "Tea" to the player; accepting and drinking the Tea will unlock the Orc settlement that can be upgraded to unlock the Orc race.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Goblin]]<br />
|???<br />
|???<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Chemist]]<br />
|Demonic Library, possibly others.<br />
|No<br />
|Medium sized sub dungeon surrounded by lava. Contains a passive creature called "A What?" 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 "A What?" to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Tinker]]<br />
|???<br />
|???<br />
|A sub enclosed by walls. Requires Alchemist unlocked. Can be used to unlock the Tinker explorer's guild class.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Crusader]]<br />
|???<br />
|???<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Transmuter]]<br />
|???<br />
|???<br />
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Witch]]<br />
|Eastern Tundra<br />
|???<br />
|The Witch tasks you to gather 5 items from killing plants. Completing her chore unlocks her hut for your kingdom.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Glowing Guardian]]<br />
|East<br />
|???<br />
|Sub dungeon with path and 3 Zombies of increasing level. Usable to unlock the Glowing Guardian.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Dracul]]<br />
|East<br />
|???<br />
|Prerequisite: having unlocked the Glowing Guardian. Sub dungeon with your clone. You are locked in once you enter. Usable to unlock Dracul.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Mystera Annur]]<br />
|North<br />
|???<br />
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Jehora Jeheyu]]<br />
|North<br />
|???<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Taurog]]<br />
|West<br />
|???<br />
|Large subdungeon with an altar at the center. Usable to unlock Taurog.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Binlor Ironshield]]<br />
|West<br />
|???<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[The Earthmother]]<br />
|South<br />
|???<br />
|A subdungeon filled with plants. Usable to unlock the Earthmother.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Tikki Tooki]]<br />
|South<br />
|???<br />
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy, you must kill all forms without taking a hit. Usable to unlock Tikki Tooki.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Pactmaker]]<br />
|Anywhere<br />
|???<br />
|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.<br />
|-<br />
|}<br />
<br />
== Repeatable Subdungeons (including Secret subs) ==<br />
<br />
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.<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=10% | Name<br />
!width=10% | Appears in<br />
!width=10% | Explored?<br />
!width=75% | Summary<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Graveyard]]<br />
|Center<br />
|Yes<br />
|5 gold piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Sir Thrawn]]<br />
|Center<br />
|No<br />
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.<br />
|-<br />
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]<br />
|align="center"|[[Exploding Signpost]]<br />
|Center, North<br />
|No<br />
|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}}.<br />
|-<br />
|[[File:Subdungeon Hitball entrance.png|center]]<br />
|align="center"|[[Hitball]]<br />
|Center, West<br />
|Partially<br />
|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}}.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Legend of the Signpost Gorgon]]<br />
|Center<br />
|No<br />
|A 5x5 room containing four piles of gold and the Gorgward (immunity to death gaze, 18 gold, 50 CP, small item).<br />
|-<br />
|[[File:Subdungeon Health Pot Entrance.png|center]]<br />
|align="center"|[[Goo Potion]]<br />
|Center, North<br />
|No<br />
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.<br />
|-<br />
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]<br />
|align="center"|[[Djinn Potion]]<br />
|Center, North<br />
|No<br />
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.<br />
|-<br />
|[[File:Subdungeon Yin yang entrance.png|center]]<br />
|align="center"|[[Yin and Yang]]<br />
|Center<br />
|Yes<br />
|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 "Blade of Yin" and "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).<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Sapphire Helmet]]<br />
|Center<br />
|No<br />
|Contains a signpost describing the Sapphire Knight, 3 gold piles, and the Dented Helm, which is a large item that grants +1 MP and +1 base attack (18 GP, 30 CP)<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Edible Adversaries]]<br />
|Center<br />
|No<br />
|A 5x5 area containing 3 gold piles, a signpost about Meatmen, and a level 1 {{m|Meatman}}. When killed, the {{m|Meatman}} drops "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).<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Misplaced Cutlery]]<br />
|Center<br />
|No<br />
|A 5x5 room containing five gold piles, three spoons, and a signpost describing Gaan-Telet.<br />
|-<br />
|[[File:Subdungeon Zombie Money Entrance.png|center]]<br />
|align="center"|[[Zombie Money]]<br />
|North<br />
|No<br />
|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.<br />
|-<br />
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]<br />
|align="center"|[[Sorcerer's Potion Trade]]<br />
|North<br />
|No<br />
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Teeth Teeth Teeth]]<br />
|North<br />
|No<br />
|A 5x5 room containing five gold piles and a 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 Shadenfreude Potion.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Jadetooth]]<br />
|North<br />
|Partially<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Serpent Dungeon]]<br />
|North<br />
|No<br />
|Contains five gold piles and a level 6 {{m|Serpent}}. When killed, the {{m|Serpent}} drops a {{i|Fortitude tonic}}.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Shade Transformation]]<br />
|North<br />
|No<br />
|Contains five gold piles and a level 5 "shade" (looks like a palette swapped warlock; 25 damage, 54 HP, retaliates fireball, and revives). When killed, the shade transforms into a {{m|djinni}} with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Foolish Imp]]<br />
|North<br />
|No<br />
|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.<br />
|-<br />
|[[File:Subdungeon Blood Altar Entrance.png|center]]<br />
|align="center"|[[Blood Fountain]]<br />
|East<br />
|Yes<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[El Potion Loco]]<br />
|North<br />
|Yes<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Paan's Labyrinth]]<br />
|East<br />
|Partially<br />
|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.<br />
|-<br />
|[[File:Subdungeon Undead kennel entrance.png|center]]<br />
|align="center"|[[Undead Kennel]]<br />
|East<br />
|No<br />
|Contains a 3x8 area with a level 1 {{m|zombie}}, a {{i|slayer wand}} and a {{i|Zombie Dog}}.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Mass09 Banking]]<br />
|East<br />
|No<br />
|Contains a lvl5 non-hostile {{m|vampire}} who hands you [[Mass09 Ledger]] when you talk to him. The ledger is a small item which can be used for 1 gold per use to shuffle all existing monster locations. This item can be lockered.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Mad Whispers]]<br />
|North<br />
|No<br />
|Contains Whispergems and picking them up displays a Message. (4% Phys Resistance, not convertable).<br />
|-<br />
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]<br />
|align="center"|[[Smackle Funky's]]<br />
|Center, South<br />
|No<br />
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Diary of a Goat]]<br />
|South<br />
|No<br />
|A 5x5 Room containing 5 of gold, a lv 9 {{m|Goat}} (drops Dairy Diary, worth 100 Cp.) and a signpost talking about the Naga Empire.<br />
|-<br />
|[[File:Subdungeon Vampire Chef Entrance.png|center]]<br />
|align="center"|[[Vegetarian Vampire]]<br />
|South<br />
|Yes<br />
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the Recipe Scroll).<br />
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Confession]]<br />
|South<br />
|No<br />
|A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire.<br />
|-<br />
|[[File:Subdungeon Erosive plants entrance.png|center]]<br />
|align="center"|[[Wisp Gems]]<br />
|South<br />
|No<br />
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop Whisp Gems (5% attack bonus, small item).<br />
|-<br />
|[[File:Subdungeon Corrosive plants entrance.png|center]]<br />
|align="center"|[[Sticky Stick]]<br />
|South<br />
|No<br />
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).<br />
|-<br />
|[[File:Subdungeon Metal spider temple entrance.png|center]]<br />
|align="center"|[[Metal Spider Temple]]<br />
|South<br />
|No<br />
|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)<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Contemplate the Waters]]<br />
|South<br />
|Partially<br />
|15x13 Room with a good amount of non accesible Blackspace.<br />
Contains a Monk who will give you a [[LEMMISI]] Glyph for 25 G.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Spider Lore]]<br />
|West<br />
|No<br />
|A 5x5 room with 5 small gold piles and a Spider lore signpost.<br />
|-<br />
|[[File:Subdungeon The New World Entrance.png|center]]<br />
|align="center"|[[The New World]]<br />
|West<br />
|Yes<br />
|Soko-Trolls puzzle, must spell out "The New World" 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}}.<br />
|-<br />
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]<br />
|align="center"|[[Lurnatrix]]<br />
|West<br />
|Yes<br />
|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.<br />
|-<br />
|[[File:Subdungeon Goat Piety Entrance.png|center]]<br />
|align="center"|[[The Mighty Lost Lekon]]<br />
|West<br />
|No<br />
|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.<br />
|-<br />
|[[File:Subdungeon Dracos Heart entrance.png|center]]<br />
|align="center"|[[Draco's Heart]]<br />
|West<br />
|No<br />
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. "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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[I Wish I Could Read]]<br />
|East<br />
|No<br />
|A 5x5 dungeon, some gold piles (sorry, didn't count them at the time), Fake Beard (+5XP when placed in inventory, unconvertible).<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[From The Book of Namtar]]<br />
|East<br />
|No<br />
|A 5x5 dungeon, 5 gold piles, {{i|Cracked Soul Orb}} (provides one death protection when placed in inventory, then becomes inert).<br />
|-<br />
|[[File:Subdungeon Good Glenrick Entrance.png|center]]<br />
|align="center"|[[Good Glenrick]]<br />
|Anywhere<br />
|No<br />
|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.<br />
|-<br />
|[[File:Subdungeon Titan Guitar.png|96px|center]]<br />
|align="center"|[[Really Awesome Guitar]]<br />
|North<br />
|Yes<br />
|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).<br />
|-<br />
|[[File:Subdungeon Lots of Gold Entrance.png|center]]<br />
|align="center"|[[Lots of Gold]]<br />
|North<br />
|No<br />
|A 5x5 room with 20 small gold piles.<br />
|-<br />
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]<br />
|align="center"|[[Blacksmith]]<br />
|Center, North<br />
|No<br />
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.<br />
|-<br />
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]<br />
|align="center"|[[WIZARD.EXE]]<br />
|North<br />
|Yes<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Avatar Statue]]<br />
|North<br />
|No<br />
|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 Ritual Scroll when killed: large item, 13g 20CP, when consumed grants 5% resists 1 max mana and 3 layers of curse.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Gold & 3 Imps]]<br />
|East<br />
|No<br />
|A 5v5 room with 3 gold piles, 3 lvl1 blinking Imps and an eastern type signboard saying that "The Underworld is near." Crypt tileset.<br />
|-<br />
|[[File:Subdungeon Level 1 surround entrance.png|center]]<br />
|align="center"|[[Monster Den]]<br />
|Anywhere<br />
|No<br />
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[From The Book of Namtar]]<br />
|East<br />
|No<br />
|A 5x5 dungeon, 5 gold piles, Draining Blade (1 lifesteal for 9 layers of curse and 5 of corrosion). Seen in Creeplight.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Depleted Glyph]]<br />
|East<br />
|No<br />
|A 5x5 room, containing a few piles of gold, a signpost, and a depleted glyph. ([[BLUDTUPOWA]], 0 CP)<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Brandonnn]]<br />
|South, East<br />
|Yes<br />
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Cha'Dylan]]<br />
|North, West<br />
|Partially<br />
|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 Sensation Stone.<br />
|-<br />
|[[File:Subdungeon Comtemplate the waters entrance.png|center]]<br />
|align="center"|[[Contemplate the Waters]]<br />
|Ick Swamp, Possibly others.<br />
|Mostly revealed.<br />
|Contains a large area of inaccessible dark tiles (about 114) and a monk. If you pay the monk 25g he'll give you the LEMMISI glyph which you can use to harvest the dark tiles for mana and health. If you already have LEMMISI you can harvest the dark tiles without paying the monk.<br />
|-<br />
|[[File:Subdungeon Free Booster Entrance.png|center]]<br />
|align="center"|[[Free Booster]]<br />
|East, ???<br />
|No<br />
|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.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Sub]]<br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br />
== Unconfirmed Subdungeons ==<br />
<br />
I don't think the Troll Push or the Strange Mixtures exists in the final game. I'm also not sure about the Northern Empire one, I think it exists but the text doesn't change.<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=15% | Subdungeon<br />
!width=67% | Summary<br />
|-<br />
|[[File:Subdungeon Council Voting Entrance.png|center]]<br />
|align="center"|[[History of the Northern Empire]]<br />
|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.<br />
|}<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51248Mana2015-07-14T22:47:30Z<p>Darvin: /* Restoring Mana */</p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.<br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}<br />
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''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}}.<br />
* '''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<br />
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51247Mana2015-07-14T21:42:00Z<p>Darvin: /* Mana Thresholds */</p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.<br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}<br />
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''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}}.<br />
* '''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<br />
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51246Mana2015-07-14T21:37:52Z<p>Darvin: /* Mana Thresholds */</p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.<br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''18 MP''' - mana potions become worth 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''20 MP''' - mana potions become worth 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.<br />
* '''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<br />
* '''25 MP''' - mana potions become worth a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51245Mana2015-07-14T21:29:03Z<p>Darvin: sanguine bloodmage</p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.<br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''18 MP''' - mana potions become worth 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''20 MP''' - mana potions become worth 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Fireball Retaliation}}.<br />
* '''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<br />
* '''25 MP''' - mana potions become worth a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51244Mana2015-07-14T21:28:23Z<p>Darvin: Zot and Enlightenment</p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{g|Glowing Guardian}}:''' can provide a large increase in maximum mana at an extremely high piety cost<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health. <br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''18 MP''' - mana potions become worth 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''20 MP''' - mana potions become worth 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Fireball Retaliation}}.<br />
* '''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<br />
* '''25 MP''' - mana potions become worth a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&diff=51243Mana2015-07-14T20:16:40Z<p>Darvin: </p>
<hr />
<div>{{alphapage|Alpha:Mana}}<br />
{{Stub}}<br />
<br />
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. <br />
<br />
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.<br />
<br />
==Increasing Maximum Capacity==<br />
The following methods can be used to increase your maximum mana capacity.<br />
<br />
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1. <br />
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.<br />
* '''{{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.<br />
* '''{{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<br />
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to his maximum mana<br />
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.<br />
* '''{{i|Pendant of Mana}}:''' this item provides +2 to maximum mana, no strings attached.<br />
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other benefits<br />
* '''{{i|Elven Boots}}:''' this item provides +3 to maximum mana and bonus {{t|magic resistance}} but is very expensive.<br />
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters, but also an increasing damage penalty.<br />
<br />
==Restoring Mana==<br />
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}}.<br />
<br />
* '''Level-Up:''' when you level up, your health and mana are fully restored<br />
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down)<br />
* '''{{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).<br />
* '''{{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.<br />
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain. This item is disabled by {{t|mana burn}}.<br />
* '''{{g|Mystera Annur}}:''' restores mana with her ''refreshment'' boon.<br />
* '''{{g|The Earthmother}}:''' restores mana with her ''clearance'' boon.<br />
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with his ''protection'' boon.<br />
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with his ''chaos avatar'' and ''last chance'' boons.<br />
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana<br />
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health. <br />
<br />
==Mana Thresholds==<br />
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)<br />
<br />
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.<br />
<br />
Other important thresholds:<br />
<br />
* '''18 MP''' - mana potions become worth 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.<br />
* '''20 MP''' - mana potions become worth 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Fireball Retaliation}}.<br />
* '''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<br />
* '''25 MP''' - mana potions become worth a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tower_of_Goo_Monster_Icon.png&diff=51217Tower of Goo Monster Icon.png2015-07-10T17:52:34Z<p>Darvin: Redirected page to File:Goo Blob Monster Icon.png</p>
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<div>#REDIRECT [[File:Goo Blob Monster Icon.png]]</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WIZARD.EXE&diff=51210WIZARD.EXE2015-07-09T21:42:11Z<p>Darvin: </p>
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<div>WIZARD.EXE is a subdungeon that is found in the north. It is small, has no explorable tiles and contains only a single Golem who offers to take your glyphs in exchange for specific benefits. Only certain glyphs are applicable, and he provides a different item or group of items in exchange for them:<br />
<br />
* {{s|BLUDTUPOWA}}: +3 Max HP and MP<br />
* {{s|CYDSTEPP}}: 2 PROTECT.EXE (Small item, consume to gain Death Protection)<br />
* {{s|ENDISWAL}}: ARMOUR.EXE (20% Physical Resist)<br />
* {{s|HALPMEH}}: 2 Health Potions<br />
* {{s|IMAWAL}}: Gain Learning<br />
* {{s|LEMMISI}}: Compression, Translocation, Transmutation scrolls<br />
* {{s|WONAFYT}}: 2 Slayer Wands<br />
* Everything Else: Nothing<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WIZARD.EXE&diff=51209WIZARD.EXE2015-07-09T21:41:53Z<p>Darvin: </p>
<hr />
<div>WIZARD.EXE is a subdungeon that is found in the north. It is small, has no explorable tiles and contains only a single Golem who offers to take your glyphs in exchange for specific benefits. Only certain glyphs are applicable, and he provides a different item or group of items in exchange for them:<br />
<br />
* {{s|BLUDTOPOWA}}: +3 Max HP and MP<br />
* {{s|CYDSTEPP}}: 2 PROTECT.EXE (Small item, consume to gain Death Protection)<br />
* {{s|ENDISWALL}}: ARMOUR.EXE (20% Physical Resist)<br />
* {{s|HALPMEH}}: 2 Health Potions<br />
* {{s|IMAWAL}}: Gain Learning<br />
* {{s|LEMMISI}}: Compression, Translocation, Transmutation scrolls<br />
* {{s|WONAFYT}}: 2 Slayer Wands<br />
* Everything Else: Nothing<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vegetarian_Vampire&diff=51208Vegetarian Vampire2015-07-09T16:57:07Z<p>Darvin: </p>
<hr />
<div>[[File:VampireChef.png|right]]<br />
<br />
{{stub}}<br />
<br />
'''Vampire Chef''' is a normal random subdungeon found in the Southern region. It is a pre-explored 9x8 tile sub hosting a L1 Vampire and several plants unique to this sub.<br />
<br />
Killing the Vampire Chef will drop the {{i|Recipe Scroll}}. Clicking the scroll will read it to reveal the five recipes. As the recipes never change, you do not need to kill the vampire, you can ignore him and start cooking right away. After use the scroll serves little purpose, though it can be converted for a bit of extra cp.<br />
<br />
The five plants each appear like red-tinted version of standard plants, but without their negative effects. They are as follows:<br><br />
[[File:Plant Monster Icon.png]] ''Blood Root'' <br><br />
[[File:Poisonous Pod Monster Icon.png]] ''Haemo Bush'' <br> <br />
[[File:Barbing Bush Monster Icon.png]] ''Sang Vine'' <br><br />
[[File:Corrosive Creeper Monster Icon.png]] ''Crimson Pod'' <br><br />
[[File:Mysterious Murkshade Monster Icon.png]] ''Red Shrub'' <br />
<br />
The recipes are as follows:<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Recipe<br />
!Effect<br />
!Name<br />
|-<br />
| BR - BR - SV - BR - SV || +3 Health || ...<br />
|-<br />
| CP - CP - CP - HB - SV || +1 Mana || Magi Soup<br />
|-<br />
| SV - RS - SV - RS - BR || +1 Base Damage || Strength Syrup<br />
|-<br />
| HB - BR - RS - CP - RS || 20 Conversion Points || Caramel Conversions<br />
|-<br />
| HB - CP - CP - HB - RS || +5% Attack || ...<br />
|}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Vegetarian_Vampire&diff=51207Talk:Vegetarian Vampire2015-07-09T16:47:41Z<p>Darvin: Created page with "I think this page should be titled "Vegetarian Vampire", which has a better ring to it. Thoughts? --~~~~ Also, the five plants in this subdungeon should not have separate pa..."</p>
<hr />
<div>I think this page should be titled "Vegetarian Vampire", which has a better ring to it. Thoughts? --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 16:47, 9 July 2015 (UTC)<br />
<br />
Also, the five plants in this subdungeon should not have separate pages/links, since they're unique to this subdungeon. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 16:47, 9 July 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=51024Scoring2015-06-24T22:03:33Z<p>Darvin: </p>
<hr />
<div>There are ten [[Badge|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.<br />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
Every single badge is attainable, although their difficulty may vary based on which dungeon you're playing and with which class. 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, badges aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialized playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
===Ding! Max===<br />
Ironically, this badge becomes easier to earn on harder dungeons, which are often longer and feature more enemies. There are a handful of dungeons, such as [[Naga City]], where it is virtually impossible to win the dungeon without having earned this badge. Ding! Max is hardest to earn on Hobbler's Hold, where there are substantially fewer enemies. Using a deity who grants bonus experience or level increases, such as {{g|Tikki Tooki}}, {{g|Jehora Jeheyu}} or {{g|Dracul}} is a good idea. If you want to go overkill, a combination such as {{GoFi}} will make it much easier. If you reach 10th level and then subsequently worship {{g|Glowing Guardian}} and request the humility boon and end as a 9th level character then you will still earn the badge. If you worship the Glowing Guardian earlier and never reach 10th level then you will not.<br />
<br />
===Feeling Parched===<br />
Most gods have end-game spike benefits which help in situations where you would otherwise desire potions, and these can play a crucial role. Altar preparations aren't really necessary to earn this achievement, but the option is there, and they are worth considering if you are using a specialized strategy. {{g|Glowing Guardian}} is a great prep. By turning your potions into piety, you can get health and mana refills from your potions through GG as a middleman. {{g|Dracul}} only rewards {{i|Health Potion}} conversions, but he might fit better into your overall strategy. You can get mana refills from {{g|The Earthmother}} or {{g|Mystera Annur}}. {{g|Tikki Tooki}} lets you turn your health potions into different potions which do not invalidate the achievement. [[Jehora Jeheyu]] also has ways of taking your useless potions off your hands, and you will want to be able to use Chaos Avatar during the boss fight. {{g|Taurog}}'s death protections are great for glass cannon bosses, but are sorely lacking against tank bosses. {{g|Binlor Ironshield}} would otherwise synergize with potions. He does well if you can regen-fight the boss, but he could easily come up short if the boss has poison, curse, or mana burn.<br />
<br />
===Hoarder===<br />
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. If gold reserves are an issue for your kingdom, then playing as a {{r|Halfling}}, {{r|Gnome}} or {{r|Goblin}} gives you an extra layer of security if you fail to earn this badge so you can at least win the dungeon.<br />
<br />
===Miser=== <br />
The {{i|Translocation Seal}} from the alchemist will allow you to steal from the shops. This does not count as a purchase, and allows you some leeway to get around this badge's requirement. {{g|Taurog}} and {{g|Glowing Guardian}} are options, as their inventory restrictions are less onerous when you are not using shops. {{g|Tikki Tooki}} gives you a way to utilize gold. Another superb option is the {{i|Crystal Ball}}, which gives spellcasters a great way to turn gold into spellcasting power.<br />
<br />
===Purist===<br />
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|Warlord}} 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. Another option is to simply reset the dungeon until you find something favorable - a nice glyph, item, or altar - near the dungeon entrance.<br />
<br />
===Warmonger===<br />
Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Monk}}, 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. The two stand-out deities for Warmonger runs are {{g|Taurog}} and {{g|Glowing Guardian}}. Both reward glyph conversion, while Taurog offers melee damage boosts while Glowing Guardian offers the cleansing boon to give you an option to deal magic damage. On dungeons where you're guaranteed to encounter physically-resistant bosses Glowing Guardian should be your default choice, although {{c|Half-Dragon}} is a good alternative. The {{i|Bear Mace}} is an excellent preparation, as it gives you some utility options that are not glyph related. It is a superb option for maze-like maps such as the [[Labyrinth]].<br />
<br />
The {{i|Really Big Sword}} is another option for beating through physically-resistant bosses, and works best on [[Namtar's Lair]] and [[Ick Swamp]]. In Ick Swamp, the boss has both physical and magical resistance so magical strikes are of no help. In Namtar's Lair, the physically-resistant form of Namtar is encountered in the underworld and you cannot use Cleansing to beat him. The Half-Dragon also struggles with Namtar's magically-resistant form, and if he cannot line up a knockback chain his run will be ended.<br />
<br />
===Faithless===<br />
If you're going for 100% completion the obvious choice for Faithless is the {{c|Vampire}}. Since he cannot worship deities at all he will always earn this badge. Otherwise good preparations to limit your need for deity boons are the best way to grab this badge.<br />
<br />
===Specialist===<br />
On most dungeons this badge will be trivial to obtain, requiring only that you play a specialist spellcaster or specialist melee character. Avoid hybrids that rely on a combined arms approach of melee and magical assault, and especially the {{c|Sorcerer}} and {{c|Half-Dragon}} who have both a physical and magical component on their primary attack. There are a few dungeons where this badge is much more difficult to obtain, such as those that feature multi-form bosses which use different resistances. Multiple forms of the same boss count as the same boss for the purpose of this badge, so you must beat them all with one type of damage. {{g|Binlor Ironshield}} can be useful for these situations, as PISORF gives you a physical damage option from spellcasting and he also provides the option to erode resistances. This badge is often easiest to obtain with Warmonger, since if you aren't using glyphs you're unlikely to have any source of magical damage. An attack imbued by the cleansing boon of the {{g|Glowing Guardian}} counts as magical and not physical.<br />
<br />
===Cheeky===<br />
Obtaining this badge is more luck-based than skill-based. Will you encounter an appropriate 2nd level monster, or will your early exploration be blocked off? If you want to ensure you can grab this badge, preparing {{g|Jehora Jeheyu}} or {{g|Binlor Ironshield}} is a good idea. These gods offer glyphs that allow you to move monsters out of your way so you can avoid killing 1st level opponents until you find a suitable 2nd level foe to take down.<br />
<br />
===Unstoppable===<br />
The best way to obtain unstoppable is with the {{c|Assassin}} due to swift hands, reaching level 10 will allow you to effortlessly execute every non-boss monster. For other classes, dealing with the level 8 and 9 monsters as early as possible (thus maximizing the bonus experience yield they give) is the best way to grab the Unstoppable badge.<br />
<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Scoring&diff=51023Talk:Scoring2015-06-24T20:35:46Z<p>Darvin: </p>
<hr />
<div>@MTaur: Sorry, thought you were done and went through with my editor's pen. I apologize if I overwrote anything you added --[[User:Darvin|Darvin]] 16:08, 28 May 2015 (UTC)<br />
<br />
I don't see anything off at a glance. Also, Warmonger probably deserves the detail, but my stuff about Feeling Parched might be overkill. Not sure. - [[User:MTaur|MTaur]]<br />
<br />
I think you lose out on Miser if you use Translocation Seal. Is the information in page outdated? - [[User:MTaur|MTaur]]<br />
<br />
Just tested it; the Translocation Seal does ''not'' disqualify you from Miser. Still a valid work-around. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 20:35, 24 June 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Glowing_Guardian&diff=50720Talk:Glowing Guardian2015-06-17T17:28:13Z<p>Darvin: </p>
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<div>Does anyone know whether Absolution chooses completely at random among all valid enemies? - [[User:MTaur|MTaur]]<br />
<br />
It chooses among the lowest-leveled valid targets first. Other than that, I've never seen any indication that it's anything but random. Only the devs could confirm that, though. --[[User:Darvin|Darvin]] ([[User talk:Darvin|talk]]) 17:28, 17 June 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Ick_Swamp&diff=50671Talk:Ick Swamp2015-06-08T04:38:46Z<p>Darvin: </p>
<hr />
<div>Is it just random luck, or are there a fairly large number of Wraiths as well? I noticed outdated information like the boss's name, "Ssseth". - MTaur<br />
<br />
Itsssama was originally boss of a dungeon called Deep Swamp. The progression back then was Ick Swamp -> Hexx Ruins -> Deep Swamp -> Naga City. Eventually, Deep Swamp was eliminated, Itsssama took the place of boss of Ick Swamp, and Hexx Ruins and Ick Swamp swapped positions. True to the early beta, Itsssama's original stats were positively nuts, with 90% physical and magic resistance. You'll find a few pieces of ancient history here on the Wiki. A memorial to the forgotten dungeons: the Crypt, the Druid Grove, the Slime Mines, Deep Swamp, Spike Hazard, the Chokebox, and the Vanishing Oasis. --[[User:Darvin|Darvin]] 04:38, 8 June 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=BYSSEPS&diff=50631BYSSEPS2015-05-29T18:40:23Z<p>Darvin: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BYSSEPS<br />
|ManaCost=2<br />
|Effects=<br />
* Grants the caster {{t|Might}}(+30% bonus attack, reduces enemy {{t|Physical resist}} and {{t|Magic resist}} by 3%) on the next attack.<br />
|Hotkey= B<br />
}}</onlyinclude><br />
<br />
'''BYSSEPS''' is a glyph that improves your physical damage, and also causes you to strip away some resistances from any opponent struck by the imbued attack. This is the signature glyph of the {{c|Chemist}} class.<br />
<br />
== Unlocking the glyph ==<br />
<br />
BYSSEPS starts unlocked.<br />
<br />
== Strategy ==<br />
<br />
BYSSEPS shines the most in situations where you have to slowly wittle down an enemy, and as such is best used by tanks and regenfighters. Those usually take and deal many hits before bringing down their opponent, thus having plenty of opportunity to apply BYSSEPS due to its cheap mana cost. <br />
<br />
Asides from that, it has little utility. A temporary 30% damage boost is nice, but other glyphs and items are often more valuabe in terms of inventory space. The resistance reduction seldom matters; using it on normal enemys will usually cost to much blackspace, and often it's easier to find another way to bypass resistances. However, it can be useful for a berserker facing the Tower of Goo or the monk, since those 2 classes don't synergize that well with BURNDAYRAZ.<br />
<br />
<br />
The {{c|Monk}} is probably the class who benefits the most from this glyph. Since they have a penalty to their damage, BYSSEPS can help them overcome their low damage. Since they are all about regenfighting and hitting their enemys repeatedly, BYSSEPS is a perfect match for them.<br />
<br />
Another class who can make good use of BYSSEPS is the {{c|Wizard}}, especially an Orc Wizard, when played as a hybrid character. Costing only 1 mana, occupying only a small slot and with the option of draining the CPs out of it by converting other items, it costs almost nothing for the Wizard to carry around BYSSEPS and use it whenever possible, compensating somewhat for his otherwise mediocre combat abilities.<br />
<br />
Worshipers of {{g|Binlor Ironshield}} receive +1 Piety every time they cast BYSSEPS. While not a big deal, it can add up in the long run. Worshipers of {{g|Jehora Jeheyu}} also gain piety by using this glyph, and it is one of the most efficient means of gaining piety with Jehora.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=BYSSEPS&diff=50630BYSSEPS2015-05-29T18:36:54Z<p>Darvin: /* Strategy */</p>
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<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BYSSEPS<br />
|ManaCost=2<br />
|Effects=<br />
* Grants the caster {{t|Might}}(+30% bonus attack, reduces enemys {{t|Physical resist}} and {{t|Magic resist}} by 3%) for the next attack.<br />
|Hotkey= B<br />
}}</onlyinclude><br />
<br />
== Unlocking the glyph ==<br />
<br />
BYSSEPS starts unlocked.<br />
<br />
== Strategy ==<br />
<br />
BYSSEPS shines the most in situations where you have to slowly wittle down an enemy, and as such is best used by tanks and regenfighters. Those usually take and deal many hits before bringing down their opponent, thus having plenty of opportunity to apply BYSSEPS due to its cheap mana cost. <br />
<br />
Asides from that, it has little utility. A temporary 30% damage boost is nice, but other glyphs and items are often more valuabe in terms of inventory space. The resistance reduction seldom matters; using it on normal enemys will usually cost to much blackspace, and often it's easier to find another way to bypass resistances. However, it can be useful for a berserker facing the Tower of Goo or the monk, since those 2 classes don't synergize that well with BURNDAYRAZ.<br />
<br />
<br />
The {{c|Monk}} is probably the class who benefits the most from this glyph. Since they have a penalty to their damage, BYSSEPS can help them overcome their low damage. Since they are all about regenfighting and hitting their enemys repeatedly, BYSSEPS is a perfect match for them.<br />
<br />
Another class who can make good use of BYSSEPS is the {{c|Wizard}}, especially an Orc Wizard, when played as a hybrid character. Costing only 1 mana, occupying only a small slot and with the option of draining the CPs out of it by converting other items, it costs almost nothing for the Wizard to carry around BYSSEPS and use it whenever possible, compensating somewhat for his otherwise mediocre combat abilities.<br />
<br />
Worshipers of {{g|Binlor Ironshield}} receive +1 Piety every time they cast BYSSEPS. While not a big deal, it can add up in the long run. Worshipers of {{g|Jehora Jeheyu}} also gain piety by using this glyph, and it is one of the most efficient means of gaining piety with Jehora.<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WONAFYT&diff=50614WONAFYT2015-05-28T22:27:34Z<p>Darvin: </p>
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<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=WONAFYT<br />
|ManaCost=5<br />
|Effects=<br />
* Teleports a random monster of the player's level (or lower, if unavailable) to a empty tile next to the player and slows it. <br />
* Monsters are teleported to a random tile horizontally or vertically adjacent to the player. If all such tiles are filled, glyph targets a random diagonally adjacent tile.<br />
* Fails if no same-level or lower-level monster exists. Chance to fail if targets magic resistant monster.<br />
* Afflicts the target monster with {{t|Slowed}} (+1XP when killed, temporarily loses {{t|First strike}}, {{t|Retaliate: Fireball}}, {{t|Cowardly}}).<br />
|Hotkey= S<br />
}}</onlyinclude><br />
<br />
The monster summoning [[glyph]] is a '''utility''' glyph that can seem less powerful in comparison to other glyphs because it has have very few '''immediate''' benefits. However, using this glyph correctly has many long-term benefits, notably the creation of slowed [[popcorn]] that is easy to harvest for strategic leveling. <br />
<br />
This glyph is likely to spawn very close to the player, making it ideal for use during early exploration as a means of using mana that would otherwise be wasted. It is also an excellent way to clear low-level chokepoints and reduce the chance of having your hand forced by an unlucky monster placement.<br />
<br />
== Understanding WONAFYT ==<br />
New players may be misled by this glyph into attempting to kill same-level monsters over higher or lower level monsters. This is generally accepted to be an inefficient choice: they grant no bonus experience, but are strong enough to deplete your health and mana. In terms of how much experience reward you get for how much effort you expend, this is a ''horrible'' deal and you should constantly be striving to avoid fighting these monsters, either fighting weaker monsters that you can kill effortlessly or stronger monsters that are worth bonus experience.<br />
<br />
New players may be further confused by the inclusion of the slow effect on monsters. Most equal-level monsters are too strong to kill in a single blow, and slow will expire as soon as you strike them. This means that you usually cannot capitalize on the +1 experience bonus immediately after the monster is summoned unless you are strong enough to kill it in a single attack. Any character strong enough to do this should be capable of defeating considerably more powerful monsters and earning large amounts of bonus experience for doing so. The slow effect is only venerable in the long term, when you have grown strong enough to dispatch the monster in a single blow.<br />
<br />
The only exception to these general rules is in case a player has the {{i|Balanced Dagger}} item, in which case summoning equal level monsters to fight becomes a strong strategy if executed correctly.<br />
<br />
== Strategy ==<br />
To use this glyph to its full potential, go to an explored and largely empty part of the dungeon to summon monsters, then leave them there without attacking. This will corral weaker monsters that might otherwise be blocking hallways and place them out of your way, forming what is known as a [[popcorn]] bowl. Since slow never expires unless you attack the slowed monster itself, you can continue exploring and leveling up and return much later to kill them in a single strike and gain the +1 XP bonus, allowing you to strategically level up at the most opportune time. In many ways, WONAFYT functions as a less expensive but much less controllable and practical version of {{s|WEYTWUT}}.<br />
<br />
WONAFYT appears to be random, however teleportation follows certain rules: <br />
<br />
1) Monsters will always be teleported to empty tiles '''directly adjacent''' to the player first.<br />
<br />
2) Monsters will always be teleported to '''non-diagonal tiles if possible'''.<br />
<br />
3) The teleport prioritizes monsters in this order: <br />
<br />
* Monsters that are not slowed.<br />
* Monsters of an equal level.<br />
* Monsters of a lower level.<br />
* Monsters with the least magic resistance.<br />
<br />
This means that if there are no non-slowed monsters of equal or lower level, priority reverts to ''equal-leveled'' monsters, preferring monsters with lower resistance. Note that WONAFYT ignores monsters that are immune to Magic.<br />
<br />
If used correctly WONAFYT is as effective as {{s|WEYTWUT}} for a fraction of the cost, needs no targeting, and pulls monsters out of unexplored territory saving exploration.<br />
<br />
The more monsters you teleport and slow, the smaller the pool of potential candidates for teleportation. By slowing all but one same-level monster on a map you can predict which monster will be teleported with high levels of accuracy. <br />
<br />
This glyph is generally only useful during early exploration; hence the tendency to spawn close to the player. During later exploration its mana cost is rarely worthwhile, and as a higher-level character it's unlikely that you will ever be able to slay the monsters it summons in a single blow in order to take advantage of its slow effect (unless you are an {{c|Assassin}}). As a result, if you've already explored more than half the dungeon you should ignore this glyph completely in favour of glyphs with more immediate effects.<br />
<br />
For characters who have the {{i|Balanced Dagger}} there is an additional strategy: With the Dagger one gets the same XP for a same-level monster as for a monster one level above the character level, in that sense fighting same-level monsters is not a complete waste of ressources. After the first attack the slow effect will expire. But since WONAFYT first targets not slowed same-level monsters, one can use the glyph to slow the monster for the final blow (in such a case WONAFYT is superior to WEYTWUT because of the lower mana cost).<br />
<br />
{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:WEYTWUT&diff=50612Talk:WEYTWUT2015-05-28T22:00:02Z<p>Darvin: </p>
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<div>Is it salt or butter? "Salt" has a reputation for leaving you parched, while butter has a reputation for providing extra calories. :-D - [[User:MTaur|MTaur]]<br />
<br />
Salted popcorn ''is'' a great way to get Feeling Parched ;-) --[[User:Darvin|Darvin]] 22:00, 28 May 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=WEYTWUT&diff=50610WEYTWUT2015-05-28T20:39:09Z<p>Darvin: </p>
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<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=WEYTWUT<br />
|ManaCost=8<br />
|Effects=<br />
* Swap position with a monster.<br />
* Afflicts the target monster with {{t|Slowed}} (+1XP when killed, temporarily loses {{t|First strike}}, {{t|Retaliate: Fireball}}, {{t|Cowardly}}).<br />
|Hotkey= T<br />
}}</onlyinclude><br />
<br />
''' WEYTWUT''' is the teleportation [[glyph]]. When cast on an enemy monster, the player will swap positions with it. The monster will also be{{t|Slowed}}. <br />
<br />
Slow prevents monsters from blinking, retaliating fireballs, and lets the player strike first (or disables the monsters first strike).<br />
<br />
Note that the glyph is affected by magic resistance, with the chance of failure rising with resistance. If casting fails mana is still lost, but there are no effects. However, deities that award piety for the use of WEYTWUT still do so.<br />
<br />
{{g|Jehora Jeheyu}} and {{g|Tikki Tooki}} both provide piety when you use this glyph.<br />
<br />
== Unlocking the Glyph ==<br />
The '''WEYTWUT''' Glyph starts unlocked.<br />
<br />
This glyph is awarded for worshipping [[Jehora Jeheyu]]. You are not awarded it for converting to Jehora Jeheyu from another god.<br />
<br />
== Strategy ==<br />
<br />
'''WEYTWUT''' is a '''utility''' glyph for positioning the player and monsters, gaining an effective first strike against a monster and negating status effects such as first strike and fireball retailiation. It is one of the most versatile spells in the game despite it's high mana cost.<br />
<br />
Its most obvious use is to remove enemies from player's path if they are blocking it. It is also extremely useful if ever the player is blocked in by moving dungeon walls or monsters, or if the player would like to position a monster in order to destroy walls or do damage from knockback.<br />
<br />
Since a slowed enemy will always strike after the player, it can also be used to emulate {{s|GETINDARE}} or natural first strike and give you an edge when fighting stronger monsters. Monsters with {{t|First Strike}} lose the trait completely when slowed, meaning that the player will be able to hit them first. This works differently from when players are slowed, where first strike and slow strike cancel each other to result in normal striking speed. <br />
<br />
Another trick during the early stages is to teleport weaker monsters (popcorn) into corners, afflicting them with slow. Since slow also grants +1 Bonus XP on kill, the player can "salt" his popcorn, making them more valuable for later use. <br />
<br />
Due to its mana high cost, '''WEYTWUT''' doesn't have any particular synergy with other glyphs by default, and loses most of its usefulness in the later stages of a run. It can combine well with {{s|HALPMEH}} since a character with 13 mana can cast each glyph exactly once, allowing for a mid-battle heal followed by a WEYTWUT finisher, but often times HALPMEH must be used twice in order for the healing to be sufficient to survive an extra attack. Characters with high maximum mana such as an {{r|Elf}}, or characters with reduced casting costs such as a {{c|Wizard}} or {{g|Mystera Annur}} worshipper can also get more leverage out of this glyph. It is one of only two glyphs in the game to gain the full benefit of Mystera's '''Mystic Balance''' boon under normal circumstances.<br />
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{{MainNav}}</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Scoring&diff=50607Talk:Scoring2015-05-28T16:08:43Z<p>Darvin: </p>
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<div>@MTaur: Sorry, thought you were done and went through with my editor's pen. I apologize if I overwrote anything you added --[[User:Darvin|Darvin]] 16:08, 28 May 2015 (UTC)</div>Darvinhttps://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=50606Scoring2015-05-28T16:07:11Z<p>Darvin: /* Hoarder */</p>
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<div>There are ten [[Badge|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.<br />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
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.<br />
<br />
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.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
===Ding! Max===<br />
Ironically, this badge becomes easier to earn on harder dungeons, which are often longer and feature more enemies. There are a handful of dungeons, such as [[Naga City]], where it is virtually impossible to win the dungeon without having earned this badge. Ding! Max is hardest to earn on Hobbler's Hold, where there are substantially fewer enemies. Using a deity who grants bonus experience or level increases, such as {{g|Tikki Tooki}}, {{g|Jehora Jeheyu}} or {{g|Dracul}} is a good idea. If you want to go overkill, a combination such as {{GoFi}} will make it much easier. If you reach 10th level and then subsequently worship {{g|Glowing Guardian}} and request the humility boon and end as a 9th level character then you will still earn the badge. If you worship the Glowing Guardian earlier and never reach 10th level then you will not.<br />
<br />
===Feeling Parched===<br />
Most gods have end-game spike benefits which help in situations where you would otherwise desire potions, and these can play a crucial role. Altar preparations aren't really necessary to earn this achievement, but the option is there, and they are worth considering if you are using a specialized strategy. {{g|Glowing Guardian}} is a great prep. By turning your potions into piety, you can get health and mana refills from your potions through GG as a middleman. {{g|Dracul}} only rewards {{i|Health Potion}} conversions, but he might fit better into your overall strategy. You can get mana refills from {{g|The Earthmother}} or {{g|Mystera Annur}}. {{g|Tikki Tooki}} lets you turn your health potions into different potions which do not invalidate the achievement. [[Jehora Jeheyu]] also has ways of taking your useless potions off your hands, and you will want to be able to use Chaos Avatar during the boss fight. {{g|Taurog}}'s death protections are great for glass cannon bosses, but are sorely lacking against tank bosses. {{g|Binlor Ironshield}} would otherwise synergize with potions. He does well if you can regen-fight the boss, but he could easily come up short if the boss has poison, curse, or mana burn.<br />
<br />
===Hoarder===<br />
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. If gold reserves are an issue for your kingdom, then playing as a {{r|Halfling}}, {{r|Gnome}} or {{r|Goblin}} gives you an extra layer of security if you fail to earn this badge so you can at least win the dungeon.<br />
<br />
===Miser=== <br />
The {{i|Translocation Seal}} from the alchemist will allow you to steal from the shops. This does not count as a purchase, and allows you some leeway to get around this badge's requirement. {{g|Taurog}} and {{g|Glowing Guardian}} are options, as their inventory restrictions are less onerous when you are not using shops. {{g|Tikki Tooki}} gives you a way to utilize gold. Another superb option is the {{i|Crystal Ball}}, which gives spellcasters a great way to turn gold into spellcasting power.<br />
<br />
===Purist===<br />
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|Warlord}} 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. Another option is to simply reset the dungeon until you find something favorable - a nice glyph, item, or altar - near the dungeon entrance.<br />
<br />
===Warmonger===<br />
Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Monk}}, 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. The two stand-out deities for Warmonger runs are {{g|Taurog}} and {{g|Glowing Guardian}}. Both reward glyph conversion, while Taurog offers melee damage boosts while Glowing Guardian offers the cleansing boon to give you an option to deal magic damage. On dungeons where you're guaranteed to encounter physically-resistant bosses Glowing Guardian should be your default choice, although {{c|Half-Dragon}} is a good alternative. The {{i|Bear Mace}} is an excellent preparation, as it gives you some utility options that are not glyph related. It is a superb option for maze-like maps such as the [[Labyrinth]].<br />
<br />
The {{i|Really Big Sword}} is another option for beating through physically-resistant bosses, and works best on [[Namtar's Lair]] and [[Ick Swamp]]. In Ick Swamp, the boss has both physical and magical resistance so magical strikes are of no help. In Namtar's Lair, the physically-resistant form of Namtar is encountered in the underworld and you cannot use Cleansing to beat him. The Half-Dragon also struggles with Namtar's magically-resistant form, and if he cannot line up a knockback chain his run will be ended.<br />
<br />
===Faithless===<br />
If you're going for 100% completion the obvious choice for Faithless is the {{c|Vampire}}. Since he cannot worship deities at all he will always earn this badge. Otherwise good preparations to limit your need for deity boons are the best way to grab this badge.<br />
<br />
===Specialist===<br />
On most dungeons this badge will be trivial to obtain, requiring only that you play a specialist spellcaster or specialist melee character. Simply avoid hybrids like the {{c|Sorcerer}} or {{c|Half-Dragon}}. There are a few dungeons where this badge is much more difficult to obtain, such as those that feature multi-form bosses which use different resistances. {{g|Binlor Ironshield}} can be useful for thse situations, as PISORF gives you a physical damage option from spellcasting and he also provides the option to erode resistances. This badge is often easiest to obtain with Warmonger, since if you aren't using glyphs you're unlikely to have any source of magical damage.<br />
<br />
===Cheeky===<br />
Obtaining this badge is more luck-based than skill-based. Will you encounter an appropriate 2nd level monster, or will your early exploration be blocked off? If you want to ensure you can grab this badge, preparing {{g|Jehora Jeheyu}} or {{g|Binlor Ironshield}} is a good idea. These gods offer glyphs that allow you to move monsters out of your way so you can avoid killing 1st level opponents.<br />
<br />
===Unstoppable===<br />
The best way to obtain unstoppable is with the {{c|Assassin}} due to swift hands, reaching level 10 will allow you to effortlessly execute every non-boss monster. For other classes, dealing with the level 8 and 9 monsters as early as possible (thus maximizing the bonus experience yield they give) is the best way to grab the Unstoppable badge.<br />
<br />
<br />
{{MainNav}}</div>Darvin