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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Cursed_Oasis&amp;diff=54161</id>
		<title>Cursed Oasis</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Cursed_Oasis&amp;diff=54161"/>
				<updated>2016-05-05T03:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cursed Oasis Big.png|left]]&lt;br /&gt;
[[File:Cursed-oasis-normal.JPG|right|450px]]&lt;br /&gt;
[[File:Cursed-oasis-cursed.JPG|right|450px]]&lt;br /&gt;
''Said to be the site of an ancient magical battle, though some scholars claim it was just an arcane experiment that went horribly wrong. Perhaps it's both. Few survive a trip to this damned region of fraying reality.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cursed Oasis is an unusual dungeon, composed of two overlapping realms. You will be forced to handle exploration and popcorn monsters in unusual ways. Curses play a large part in this dungeon, so characters that rely on resistances, particularly monks, will struggle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' Bandits, Dragon Spawn, Animated Armors, Thralls (Poisonous and Mana burn), and Shades. Monster difficulty is 115%.&lt;br /&gt;
&lt;br /&gt;
'''Special Rules:''' You gain one stack of Cursed whenever you gain a level in this dungeon. This even affects Crusaders, which are otherwise immune to curses. When you have any stacks of Cursed, you will find yourself in the cursed realm.&lt;br /&gt;
&lt;br /&gt;
== Normal Realm ==&lt;br /&gt;
&lt;br /&gt;
The normal realm is a very large and open dungeon containing relatively few walls, with an oasis in the center that can only be explored via {{s|LEMMISI}} or {{s|BLUDTUPOWA}}. Monsters include Bandits, Thralls, Animated Armors, and Dragon Spawn. In addition, while exploring, you will sometimes encounter lifedrain by an invisible monster. These are actually the Shades in the cursed realm, which you can walk through in the normal realm.&lt;br /&gt;
&lt;br /&gt;
== Cursed Realm ==&lt;br /&gt;
&lt;br /&gt;
If you gain any stacks of Cursed on the main map, you will immediately enter the cursed realm. In the cursed realm, most dungeon features on the ground are not available: glyphs, potions, boosters, shops, unused altars, gold piles, subdungeon stairs. Even the dungeon exit vanishes. Active altars, which remain available, are the only exception. Thus, before fighting a Bandit or gaining a level, you should have a plan for killing enough popcorn to clear your curses if you still need to exploit these resources. If you gain curse stacks in a subdungeon, you do not immediately enter the curse realm if you emerge. Be careful not to gain so many stacks of curse that you can't clear them all (mostly by fighting higher-level bandits); you might be cut off from all the dungeon's resources until you kill the Curse Shade, which will be no easy task.&lt;br /&gt;
&lt;br /&gt;
The Shades become tangible in the Cursed Realm and provide a valuable source of XP and Curse-clearing. However, because they can blink into blackspace and then lifesteal again, it is risky to fight higher-level Shades before the dungeon is mostly explored. If you lose your last curse stack (by killing a non-cursed monster for example), you will immediately return to the normal realm.&lt;br /&gt;
&lt;br /&gt;
The Cursed Realm also features a large number of Erosive Eelroots in the locations of shops, boosters, potions, and gold piles. The dungeon is open enough that they don’t usually interfere with getting around; they are useful to build up extra stacks of Cursed so you can avoid getting kicked out of the Cursed Realm before you want to.&lt;br /&gt;
&lt;br /&gt;
Be careful when using {{s|IMAWAL}}, as it behaves in a quirky way in this dungeon. The most important consideration is that if you petrify a monster that exists only in the Curse Realm (like a Shade or Eelroot), the resulting stone wall will also exist in the Normal Realm. This is especially important since the Eelroots are growing specifically on top of noteworthy tiles. So unless you have a way to destroy walls, avoid petrifying those Eelroots that are on top of things you still need to access like stairs, shops or items you still need to pick up. Another interesting thing is that stone statues created in one realm will appear to meld into the wall in the other, making it hard to tell where to break if you want to access what was under the monster.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
The primary boss of the Cursed Oasis is the Cursed Dragon, the only monster that appears only in the normal realm. He has decent but unremarkable stats: 546 HP, 86 attack, Retaliate: Fireball, and magical attack. Before the Curse Shade is defeated, he also has Curse Bearer, so you won’t be able to easily fight him before you’ve taken care of the second boss. &lt;br /&gt;
&lt;br /&gt;
The secondary boss of the Cursed Oasis is the Curse Shade, who appears only in the cursed realm. He has only 159 HP and 60 attack, but 60% physical and magic resistances. He also has both 40% Lifesteal and Blink, so you won’t be able to carry much if any blackspace between fighting him and the Cursed Dragon. The Cursed Shade drops the {{i|Dragon Soul}} item when slain, which provides a 15% chance to cast spells for free, and forces you into the normal realm even if you have any remaining Curse stacks; as well as removes the Curse trait from all monsters. (Note that bringing a lockered copy of the item into the dungeon will not have these effects).&lt;br /&gt;
You are not obliged to kill the Curse Shade to win the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
There are two main approaches to winning the Cursed Oasis, depending on whether you want to kill - or avoid - the Curse Shade.&lt;br /&gt;
&lt;br /&gt;
If you want to '''kill the Curse Shade''', you will need to either bypass its 60% resistances, or simply be able to dish out enough damage to grind through them. Preparing the Really Big Sword helps to avoid most of the Physical Resistance, and it's useful also against the regular Curse Realm shades. However, none of the other monsters have Physical Resistance, and being slowed can be a nuisance; on the one hand, it makes killing low-level Thralls non-trivial due to their status afflictions; on the other, being slowed means you get an extra layer of Curse in melee from Eelroots (and lower-level Bandits), which can also pile up to undesirable levels. Using {{g|Binlor Ironshield}} and reducing the Curse Shade's resistances via the Stone Heart boon can help; consider though that there is only a limited amount of walls available on this level. It's also possible to just keep hitting the Curse Shade until it dies, as its stats are not too high. In any case, be mindful of the Blink.&lt;br /&gt;
&lt;br /&gt;
If you want to '''avoid the Curse Shade''', you will want to have a reliable way to clear - or avoid - Curse Stacks. The obvious way is to play a {{c|Crusader}}, who is immune to monster-inflicted Curse stacks. If you would rather play another class, you may still do this by clearing the curse stacks inflicted by the Curse Dragon in-between strikes. While you can always just leave a couple of low-level monsters and kill one each in-between strikes, a potentially even better way is to use {{g|The Earthmother}}'s Greenblood boon to this effect.&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} works exceptionally well against both the Curse Shade and the Cursed Dragon. If you keep knocking a suitable monster into the Curse Shade, he will lose health without blinking away (and secondary knockback damage bypasses resistances). This also works against regular Shades. The Cursed Dragon does not retaliate against using PISORF against him (either directly or indirectly), which again makes it a great way to deplete his health without having to take an attack or retaliation from him.&lt;br /&gt;
&lt;br /&gt;
Classes recommended for this level will partially depend on the strategy, but on top of the above mentioned Crusader, the {{c|Berserker}} is also a good pick, as his Magic Resistance gives a natural edge against the Animated Armor and the Dragonspawn, as well as the Cursed Dragon boss itself. Just make sure you fight these creatures while you are not Cursed. An Orc Wizard (or Bloodmage) of Binlor will be able to make quick work of either boss.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=54053</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=54053"/>
				<updated>2016-05-03T02:06:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Vampire.png]][[File:Vampire Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see [[Vampire (Monster)]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Group=Monster&lt;br /&gt;
|DisplayText={{{DisplayText|Vampire}}}&lt;br /&gt;
|Name=Vampire&lt;br /&gt;
|ShortHand=Va&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:vampire_undead.png]] UNDEAD: {{t|Poison Immune}}, {{t|Mana Burn Immune}}&lt;br /&gt;
;[[File:vampire_damned.png]] DAMNED: Cannot worship, exhausted while wounded, flat health regen of 1&lt;br /&gt;
;[[File:vampire_eternalthirst.png]] ETERNAL THIRST: Starts with {{t|Sanguine}} and 1 level of {{t|Life steal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|Conversion=1 {{t|Life steal}} per 120 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Vicious Steel}} with 3 [[class]]es&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The vampire is a monster class, and has its own custom conversion bonus.  This bonus is 1 lifesteal for 120 conversion points.  The vampire's long list of disadvantages and his utter reliance on his lifesteal class feature (which means you absolutely must convert items early to raise it, despite the high CP cost) makes him one of the most difficult classes to play, second only to the {{c|Goatperson}} in learning curve.  He's incredibly vulnerable to {{t|Bloodless}} monsters, so it's important to keep track of which monsters have this trait, and which do not. &lt;br /&gt;
&lt;br /&gt;
The vampire's healing rate does not improve as he levels up, and he cannot regenerate mana unless he's at full health.  While he can explore to recover at the 1st and 2nd level, it quickly becomes impractical to do so beyond this point.  You will eventually need to rely primarily on your lifesteal, allowing you to conserve exploration tiles for recovering mana.  However, monsters and their bloodpools are non-renewable resources, so tapping your reserves too soon can be highly detrimental.&lt;br /&gt;
&lt;br /&gt;
One useful approach to playing vampire is to cultivate &amp;quot;blood cows&amp;quot;.  To do this, identify high-health/low-damage enemies ({{m|Meat Man}} works best) and avoid killing them.  Once you are a higher level than they are, your lifesteal will vastly exceed their damage output.  Because these monsters have high hit points, your attacks won't actually kill them.  When you next explore, your blood cows will heal and you can repeat the process later.  With enough blood cows, a vampire can effectively eliminate his regeneration issues. In fact, you might even &amp;quot;regenerate&amp;quot; faster than a normal character would, making you a superb regen fighter. &lt;br /&gt;
&lt;br /&gt;
It is important to remember that lifesteal can heal you above your maximum hit points, though there is still a cap above which further healing is wasted.  Your max health is only a suggestion, and you should try to stay above it when exploring (so you regenerate mana) and when beginning tough fights.&lt;br /&gt;
&lt;br /&gt;
The vampire benefits from first strike and dodge more than than other classes due to his focus on lifesteal, making the {{s|GETINDARE}} glyph incredibly valuable to him.  Remember that if you strike second, the enemy's damage is applied before your lifesteal and can potentially kill you.  Where most classes can get one extra hit from first strike, a Vampire can get several extra hits.  His hampered health regeneration means that {{s|LEMMISI}} and {{s|APHEELSIK}} are useless and can be converted on sight (unless you have a very large number of blood cows).&lt;br /&gt;
&lt;br /&gt;
The {{i|Platemail}} item is particularly useful to the Vampire if he cannot find the first strike glyph.  Although he will always strike second, the damage reduction has a wonderful synergy with his lifesteal.  A 10th level vampire with platemail and many layers of lifesteal can effectively cancel out the first 70-90 points of damage, enough to make winning any non-vicious scenario trivial.  The Vampire's immunity to poison and mana burn afflictions (similar to the {{c|Crusader}}) gives him a special affinity with {{i|Patches the Teddy}}.  Because he's immune to two of the &amp;quot;bad things&amp;quot; Patches can invoke, this cursed teddy bear is all carrot and no stick for a vampire.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your lifesteal is capped by your damage output.  With a sufficient number of CP (and especially with a {{i|Vampiric Blade}} prepared) this can become a serious bottleneck.  Preparing extra attack boosters or the {{i|Perseverance Badge}} can be very useful to avert this limitation, but be aware that anything which increases your attack reduces the number of enemies you can use for repeated healing.  You also cannot steal more life than the enemy has; this is especially notable with enemies that have {{t|Death Protection}}, since they will be reduced to 1 hit point between attacks.  In cases like these, you should explore to allow your enemy to heal (but not too much!) so you can steal more life when you next hit them.&lt;br /&gt;
&lt;br /&gt;
==Class history==&lt;br /&gt;
Vampires could originally worship deities, but the problem was that they were absurdly overpowered with Dracul. Rather than nerfing them into the ground, the devs just changed them so they couldn't worship deities. It was the most graceful solution available to a glaring balance problem. There was a brief period where they could grab Pactmaker Pacts, though :-P&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Doubledoom&amp;diff=54052</id>
		<title>Doubledoom</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Doubledoom&amp;diff=54052"/>
				<updated>2016-05-02T23:51:28Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Doubledoom Big.png|left]]&lt;br /&gt;
[[File:Doubledoom.PNG|right|450px]]&lt;br /&gt;
''Whenever the dungeoneering landscape gets a bit crowded, more economically-minded dungeon horrors will share their living quarters with other creatures. Adventurers who wander into the coincidentally-named Doubledoom Crypt often report multiple boss sightings.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Doubledoom''''' is a Hard difficulty dungeon, probably the first dungeon the player will encounter that hosts multiple bosses. It is unlocked by completing the quest Second Generation. The layout consists of 6-8 smaller islands, separated by an underground river with stepping stones, with also some regular walls at the center of each island. The same layout is reused - with different tilesets - for other dungeons, like Dragon Isle and the Sorcerer Gold challenge.&lt;br /&gt;
&lt;br /&gt;
One thing to note about the level's layout is that it often leaves very few valid places for the game to place the secret subdungeon, making it relatively easy to find--it requires a 9x9 square of walls. It will almost always be bordered by at least one wall tile that you can see from outside, so if you examine the center of each island you should be able to find it. Don't convert the {{s|ENDISWAL}} glyph until you find it, and consider bringing a {{i|Transmutation Seal}} if you have it unlocked.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' All unlocked so far. Monster difficulty is 110%.&lt;br /&gt;
&lt;br /&gt;
'''Bosses:''' There are two bosses, selected randomly from the available bosses. Both of them need to be defeated to win Doubledoom.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Recommended Classes:''' All&lt;br /&gt;
&lt;br /&gt;
As the bosses in this dungeon are random, it is recommended to keep the strategy flexible, and tailor it to the specific bosses. Classes that are more versatile - like the {{c|Thief}} or {{c|Tinker}} - are generally optimal for this level. That said, your initial challenge will be to win this dungeon with all Tier 3 classes.&lt;br /&gt;
&lt;br /&gt;
{{c|Warlord}} is probably the easiest, because his ability to more easily go for higher-level kills makes him less picky about choosing opponents. Without wasting too much space on exploration, the warlord can effectively take out the higher level monsters and earn tons of bonus experience doing so. Best monsters for bonus experience: {{m|Gorgon}} &amp;amp; {{m|Goat}}. Diffult bosses: Super Meat Man (regen-fight, combine melee &amp;amp; BURNDAYRAZ); Tower of Goo &amp;amp; the Tormented One (rely on BURNDAYRAZ for both).&lt;br /&gt;
&lt;br /&gt;
{{c|Assassin}} will only struggle with undead opponents, which is why it's generally good to just out-level them and kill them using SWIFT HANDS. Use poison-fighting against a few key higher-level opponents to gain bonus experience. Best monsters for bonus experience: {{m|Meat Man}} and {{m|Bandit}} (if you don't mind getting overly cursed). Difficult bosses: Bleaty, the Tormented One (rely on BURNDAYRAZ for both); Frank the Zombie (try to get items that increase your damage and/or resistance).&lt;br /&gt;
&lt;br /&gt;
{{c|Bloodmage}} needs a bit of skill to play well, but is actually one of the strongest of the four given his natural affinity to switch between melee and magic. Best monsters for bonus experience: {{m|Wraith}} and {{m|Gorgon}}. Difficult bosses: none; you may need to switch between BURNDAYRAZ + BLUDTUPOWA for the lower health bosses, and Melee + Sanguine regeneration for the lower damage bosses.&lt;br /&gt;
&lt;br /&gt;
{{c|Paladin}} plays really well against physical-damage opponents and shrugs off Poison easily. Best monsters for bonus experience: {{m|Serpent}}, {{m|Goat}} and {{m|Golem}}. Difficult bosses: Bleaty (rely on BURNDAYRAZ); the Tormented One and Tommy Longfellow (either purchase the Soul Orb, or rely on BURNDAYRAZ).&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
The quest associated with Doubledoom is '''Double Take''', during which you must defeat Doubledoom with every Tier 3 class to earn the {{i|Piercing Wand}}.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=54038</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=54038"/>
				<updated>2016-05-02T02:32:47Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Suggested Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hexx Ruins Big.png|left]]&lt;br /&gt;
[[File:Hexx_Ruins.png|right|450px]]&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
Whenever an XP-valuable monster is slain in Hexx Ruins, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The main boss of Hexx Ruins, Stheno, has the abililty to absorb strength from the other monsters in the dungeon. When you first attack Stheno, every other monster will disappear and be converted into physical and magic resist. This also includes Revenants, but not monsters that reside in subdungeons, nor plants. There is also another boss chosen randomly.  This second boss is not removed from play when Stheno absorbs monsters, but seeing as you are capable of using level-up catapults against this second boss it almost always preferable to leave Stheno for last.&lt;br /&gt;
&lt;br /&gt;
Since Stheno cannot absorb monsters in subdungeons, it is possible to get a level-up anyways by preparing the Smuggler's Den and needing exactly 1 or 2 XP to level up. However, manipulating your experience so precisely will force you to leave some monsters alive for her to absorb, which may do more harm than it's worth. The {{r|Goblin}} race is a more reliable way of getting a level-up against her.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants. You will most likely max out your piety without sacrificing any actual resources.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenant you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible a plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss.  Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances.  However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points (the the &amp;quot;Absolution&amp;quot; boon of the {{g|Glowing Guardian}}, &amp;quot;Vine Form&amp;quot; boon of {{g|The Earthmother}} and &amp;quot;Boost Health&amp;quot; boon of {{g|Jehora Jeheyu}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using CYDSTEPP, a Warlord can continue fighting effectively even while poisoned and at 1 hit point, allowing him to kill Revenants without leaving himself helpless. The Orc and Gnome races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
An unconventional choice, but the Rat Monarch's corrosion stacks do not care at all about Stheno's resistance, which lets you play exactly like a normal dungeon without the need to kill everything. The random second boss will almost certainly be more threatening than her. The meat men, goo blobs and gorgons in this level are all easy fodder for the Rat Monarch.&lt;br /&gt;
&lt;br /&gt;
However, revenants are considerably more dangerous for the Rat Monarch than anyone else, because you cannot kill even the weak ones in melee without being poisoned. You will need to dispose of almost every one with either fireballs or petrification, so be sure to prep the Earthmother.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggested Gods ==&lt;br /&gt;
=== {{g|The Earthmother}} ===&lt;br /&gt;
The free {{s|IMAWAL}} glyph provides an easy way to get rid of revenants without fighting them, while also generating piety and bonus experience. You can easily generate more Earthmother piety on this map than virtually any other in the game, without sacrificing any XP-valuable monsters. The extra clutter this god naturally produces make it harder to avoid getting trapped by revenants, however.&lt;br /&gt;
&lt;br /&gt;
Avoid worshipping {{g|Dracul}}, since he will deduct piety every time you kill a revenant, which you will need to do often. The {{g|Glowing Guardian}} will not reward you for revenant kills since they are worth no XP, nor do any other dieties.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Stone Cold Crazy ===&lt;br /&gt;
Defeat Hexx Ruins&lt;br /&gt;
&lt;br /&gt;
Reward - [[The Slime Pit]]&lt;br /&gt;
&lt;br /&gt;
=== Someone Say Loot? ===&lt;br /&gt;
Buy every item in Hexx Ruins ({{i|Translocation Seal}}s do not count as buying)&lt;br /&gt;
&lt;br /&gt;
Reward - [[Bazaar]] Level 3 &lt;br /&gt;
&lt;br /&gt;
=== Unlikely Heroes: Swamp Edition ===&lt;br /&gt;
Defeat Hexx Ruins with {{GnPr}}, {{GnWi}}, and {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=54037</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=54037"/>
				<updated>2016-05-02T02:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hexx Ruins Big.png|left]]&lt;br /&gt;
[[File:Hexx_Ruins.png|right|450px]]&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster difficulty is 100%.&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
Whenever an XP-valuable monster is slain in Hexx Ruins, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The main boss of Hexx Ruins, Stheno, has the abililty to absorb strength from the other monsters in the dungeon. When you first attack Stheno, every other monster will disappear and be converted into physical and magic resist. This also includes Revenants, but not monsters that reside in subdungeons, nor plants. There is also another boss chosen randomly.  This second boss is not removed from play when Stheno absorbs monsters, but seeing as you are capable of using level-up catapults against this second boss it almost always preferable to leave Stheno for last.&lt;br /&gt;
&lt;br /&gt;
Since Stheno cannot absorb monsters in subdungeons, it is possible to get a level-up anyways by preparing the Smuggler's Den and needing exactly 1 or 2 XP to level up. However, manipulating your experience so precisely will force you to leave some monsters alive for her to absorb, which may do more harm than it's worth. The {{r|Goblin}} race is a more reliable way of getting a level-up against her.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants. You will most likely max out your piety without sacrificing any actual resources.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenant you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible a plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss.  Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances.  However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points (the the &amp;quot;Absolution&amp;quot; boon of the {{g|Glowing Guardian}}, &amp;quot;Vine Form&amp;quot; boon of {{g|The Earthmother}} and &amp;quot;Boost Health&amp;quot; boon of {{g|Jehora Jeheyu}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using CYDSTEPP, a Warlord can continue fighting effectively even while poisoned and at 1 hit point, allowing him to kill Revenants without leaving himself helpless. The Orc and Gnome races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
An unconventional choice, but the Rat Monarch's corrosion stacks do not care at all about Stheno's resistance, which lets you play exactly like a normal dungeon without the need to kill everything. The random second boss will almost certainly be more threatening than her. The meat men, goo blobs and gorgons in this level are all easy fodder for the Rat Monarch.&lt;br /&gt;
&lt;br /&gt;
However, revenants are considerably more dangerous for the Rat Monarch than anyone else, because you cannot kill even the weak ones in melee without being poisoned. You will need to dispose of almost every one with either fireballs or petrification, so be sure to prep the Earthmother.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggested Gods ==&lt;br /&gt;
=== {{g|The Earthmother}} ===&lt;br /&gt;
The free {{s|IMAWAL}} glyph provides an easy way to get rid of revenants without fighting them, while also generating piety and bonus experience. You can easily generate more Earthmother piety on this map than virtually any other in the game, without sacrificing any XP-valuable monsters. The extra clutter this god naturally produces make it harder to avoid getting trapped by revenants, however.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Stone Cold Crazy ===&lt;br /&gt;
Defeat Hexx Ruins&lt;br /&gt;
&lt;br /&gt;
Reward - [[The Slime Pit]]&lt;br /&gt;
&lt;br /&gt;
=== Someone Say Loot? ===&lt;br /&gt;
Buy every item in Hexx Ruins ({{i|Translocation Seal}}s do not count as buying)&lt;br /&gt;
&lt;br /&gt;
Reward - [[Bazaar]] Level 3 &lt;br /&gt;
&lt;br /&gt;
=== Unlikely Heroes: Swamp Edition ===&lt;br /&gt;
Defeat Hexx Ruins with {{GnPr}}, {{GnWi}}, and {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
Reward - 500 Gold&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=51152</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=51152"/>
				<updated>2015-07-07T03:33:21Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Acid Caster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This page explains general '''strategies''' and tricks to solve dungeons. But of course, every game is different, so there is no single strategy to guarantee a win. Moreover this advice is intended for '''intermediate''' players; true veterans may have to discard familiar strategies to reach new heights. &lt;br /&gt;
&lt;br /&gt;
If you are new DD, you might want to read the [[New Players Guide]] first.&lt;br /&gt;
&lt;br /&gt;
You can also find more specific strategies in the [[class]], [[race]], [[gods]] and [[dungeons]] topics, and are also encouraged to the read the different [[Annotated Playthroughs]].&lt;br /&gt;
&lt;br /&gt;
'''Important note :''' The word &amp;quot;wisely&amp;quot; or similar ideas are often used. It might lead you to believe that a wrong decision will doom your character. Ok, this will sometimes be the case, but you will be amazed how resourceful your hero can be. So don't take that word too seriously. '''Keep playing even if''' you think that '''you screwed your run''', and you might discover that true power lies beyond your mistakes!&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
Dungeon exploration can be divided into four phases, each with their own challenges:&lt;br /&gt;
*'''Preparation''': You are not in the dungeon yet, but you still have strategic choices to make. Which class/race/preparation will the best, or the most enjoyable?&lt;br /&gt;
*'''Scouting''': Your first few steps in the dungeon, when you are getting a feeling of the place. You are doing more exploration than monster fighting.&lt;br /&gt;
*'''Build-up''': When you start building up your character and stacking resources for the final fight. This is really the place where the game is won or lost.&lt;br /&gt;
*'''Boss fight''': Unleash all your might to defeat the nasty boss (or bosses) in a flurry of deadly blows, powerful mana and yummy potions.&lt;br /&gt;
&lt;br /&gt;
==Preparation phase==&lt;br /&gt;
Ah, the preparation screen, the place you'll spend hours picking the right [[class]], [[race]] and [[preparations]] combination that will enable you to solve your next dungeon. &lt;br /&gt;
&lt;br /&gt;
Don't over-think it though; every single dungeon can be won by any class and without any preparations, although some combination are certainly easier than others.&lt;br /&gt;
&lt;br /&gt;
=== Race selection ===&lt;br /&gt;
''Main article : [[Race]]''&lt;br /&gt;
&lt;br /&gt;
There are two ways to go about race selection:  Picking a strategy in advance, or keeping open to whatever the dungeon presents. You should probably pick your race considering the boss (if you know what it will be), but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
The races can be sorted into two groups:&lt;br /&gt;
* Those giving a permanent bonus: [[Human]], [[Orc]], [[Dwarf]]. Convert early, and you'll get the benefit of the race for the whole game.&lt;br /&gt;
* Those providing resources: [[Dwarf]], [[Gnome]] and [[Goblin]]. Convert late, for a powerful [[spike]] during boss fight, or during build-up to defeat high level monsters and trigger juicy XP bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Character builds ===&lt;br /&gt;
A user proposed a while ago different [[Character Builds|character builds]]. But that classification is somewhat simplistic and probably a relic of the old alpha version. It is not really used nowadays.&lt;br /&gt;
&lt;br /&gt;
Another classification, still very limited compared to range of possibilities, could be:&lt;br /&gt;
* '''Striker''': characters who deal high damage, but won't be able to survive many hits&lt;br /&gt;
* '''Tank''': characters who will be able to tank much damage&lt;br /&gt;
* '''Caster''': characters relying on heavy use of glyphs to deal damage&lt;br /&gt;
* '''Regen-fighter''': characters able to heal faster than the monsters. They may mix various strategies (high damage, glyphs, resistance...)&lt;br /&gt;
&lt;br /&gt;
However, don't take this classification too seriously; the same character will often change its playstyle as the dungeon unfolds. It will depend on the [[items]], [[glyphs]] and [[gods]] you find and how close you are to the [[Strategy#Boss fights|boss fight]].&lt;br /&gt;
&lt;br /&gt;
Some other builds are described in the [[Strategy#Power builds and other odd tricks|power builds]] section, and the [[class]] pages.&lt;br /&gt;
&lt;br /&gt;
=== Gold and kingdom ===&lt;br /&gt;
Remember that preparations will cost you gold. So if your vault is near empty, you might want to go as purist.&lt;br /&gt;
&lt;br /&gt;
You can also seek the IN DEMAND trophy, take the bet on boss preparation, and score 1050 gold off the boss kill.&lt;br /&gt;
&lt;br /&gt;
Prior to unlocking IN DEMAND trophies, Transmutation Seals can be used on boss trophies to convert them to their full gold value.  Again, the &amp;quot;Bet on the Boss&amp;quot; preparation increases the cash gained.&lt;br /&gt;
&lt;br /&gt;
Later in the game, '''PQI''' and '''flaming dungeons''' will also provide opportunities to make more gold.&lt;br /&gt;
&lt;br /&gt;
==Scouting phase==&lt;br /&gt;
'''Levels 1 to 3'''.  It's rarely possible to kill monsters of significantly higher level at this stage, but it can be useful to do some quick scouting around the dungeon and find what [[Gods]] and [[Glyphs]] are available, as well as what Boss spawned (if in a random boss dungeon).&lt;br /&gt;
&lt;br /&gt;
The length of scouting depends on your play style, but also on the dungeon. Some players might kill few monsters before they have cleared 25% of the map, and thus have more choice for early Build-Up, while others might try to level-up as soon as possible to avoid wasting [[black space]]. Even though it's possible to fully explore [[Hobbler's Hold]] before fighting any monster and still win, for most dungeons, don't over explore though in scouting phase. Black space is a valuable resource.&lt;br /&gt;
&lt;br /&gt;
===Scouting tools===&lt;br /&gt;
The most useful glyph for scouting is [[LEMMISI]] which tends to prioritize revealing altars, the boss, [[subdungeons]], shops, and other glyphs.&lt;br /&gt;
&lt;br /&gt;
Some classes also provide extra information for scouting, such as the [[fighter]], the [[wizard]], the [[tinker]] and the [[half-dragon]]&lt;br /&gt;
&lt;br /&gt;
===Scouting mana investment===&lt;br /&gt;
While scouting, you probably will have plenty of mana left. Instead of wasting it, [[WONAFYT]] is another useful glyph at this stage, enabling you to prepare a nice salted [[popcorn]] bowl. Each summoned monster will grant 1 bonus XP, but could also be the occasion for a mid-fight level-up. Summoning brings monsters to you, helping to preserve [[black space]], and is even more efficient if you have a [[Items#Quest|balanced dagger]].&lt;br /&gt;
&lt;br /&gt;
If you already are worshiping a god rewarding glyph use such as [[Mystera Annur]], [[Binlor]] or [[Jehora Jeheyu]], your extra mana could be invested there.&lt;br /&gt;
&lt;br /&gt;
==Build-up phase==&lt;br /&gt;
'''Levels 3 to 7'''.  It's possible to kill monsters of significantly higher level during this phase (to generate more XP by using the level-up steamroll and the experience catapult).  The goal is to create the appropriate conditions for the final boss(es) fight(s): &lt;br /&gt;
*Plenty of resources remaining for the boss fight (piety, conversion points, [[popcorn]], potions...)&lt;br /&gt;
*Attaining sufficient level and being one kill away from leveling up&lt;br /&gt;
*Accumulating boons from [[god|gods]]&lt;br /&gt;
*Useful items&lt;br /&gt;
&lt;br /&gt;
The build-up phase is highly significant, as it requires maximizing XP gain, minimizing resource usage, and choosing an appropriate strategy.  It's worthwhile to note that while dungeon exploration is itself technically a limited resource, it is often desirable or even necessary to exhaust all dungeon exploration during this phase to maximize XP gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are multiple bosses, it can be helpful though, to leave some black space for regeneration between those fights.&lt;br /&gt;
&lt;br /&gt;
When reaching level 6 to 7, it's often beneficial to have explored most if not all of the dungeon, and begin creating an &amp;quot;XP farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain XP for further level steamrolling.  Note, it is less useful or even dangerous to leave creatures with the First Strike ability weakened as a part of an XP farm, as they will still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
''Main article : [[Exploration]]''&lt;br /&gt;
&lt;br /&gt;
Always remember that during build-up, black space is your main resource. Black space is mana and health. You will transform that health and mana into damage, experience, objects, etc. for the final fights.&lt;br /&gt;
&lt;br /&gt;
So don't be shy in exploration, but explore wisely. (Easier said than done, no?)&lt;br /&gt;
&lt;br /&gt;
As said before, if you don't expect to [[regen fight]], you might want to fully explore the map before the final boss fight to collect all remaining power ups and reveal all monsters.&lt;br /&gt;
&lt;br /&gt;
===The hunt for bonus XP===&lt;br /&gt;
''Main article : [[Level]]''&lt;br /&gt;
&lt;br /&gt;
One of your main goals in build-up phase is to gain enough experience to reach a high enough level to conduct the boss fight, and to create a nice [[popcorn]] bowl (for mid-fight level-up). However, if you stick to killing same-level monsters, you will never manage to rise higher than level 5, and will exhaust all potential popcorn. So you need to get bonus XP.&lt;br /&gt;
&lt;br /&gt;
The main source of bonus XP is killing monsters which have a higher level than you. The wider the difference, the bigger the bonus. But there are other tools to get bonus XP:&lt;br /&gt;
*[[IMAWAL]] which after being cast on a monster will award you a 50% XP bonus on your next kill. This works best if your next kill will award you a lot of XP. Also, note that the XP of the monster you petrified is lost, so prefer low level monsters, monsters which you won't kill (too tough), plants, or the occasional no XP monsters you might encounter.&lt;br /&gt;
*Slowing monsters for a tiny 1 bonus XP (still useful when cast extensively)&lt;br /&gt;
*Items such as the [[Items#balanced dagger|balanced dagger]]&lt;br /&gt;
*The [[fighter]] class and [[goblin]] race also are helpful to gain levels with less XP&lt;br /&gt;
*Some gods will also give you boons helping to gain levels or bonus XP, such as the [[Glowing Guardian]], [[Tikki Tooki]] or [[Jehora Jeheyu]].&lt;br /&gt;
&lt;br /&gt;
Also, note that when choosing a higher level monster to kill (level +2 or +3), you might discover that killing it will cause you to level up. But you might be able to slip in another bonus XP kill (level +1 or +2) before leveling, thus optimizing XP bonuses. However, that will be one popcorn less. So it's up to you to decide which is the most important...&lt;br /&gt;
&lt;br /&gt;
===Popcorn collection===&lt;br /&gt;
''Main article : [[Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
It often is useful to recover health and mana during a boss fight. If you don't want to regen-fight or use potions, one way is to have a mid-fight level-up. The easiest way is to start the fight with your XP one (easy) kill from level-up.&lt;br /&gt;
&lt;br /&gt;
But if you wish to get 2 level-ups during the fight ('''level steamroll'''), you will need a lot of weak monsters to kill during your boss fight. That group of low level monsters is called a '''popcorn bowl'''. Leaving a lot of popcorn requires you to gain XP fast, leaving many monsters alive. One technique is to perform an '''experience catapult''' (killing a monster with an major difference in level, which makes you gain multiple levels at once):&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
Of course, this works better if you do it a low level.  &lt;br /&gt;
&lt;br /&gt;
===Monster selection===&lt;br /&gt;
In the search for bonus XP (or simply gathering XP without exploring too much), you will have to choose your next target wisely.&lt;br /&gt;
* When possible try to go for the highest level monster.&lt;br /&gt;
* Only start fights that you will win: carefully read the combat prediction and check your resources before starting the fight.&lt;br /&gt;
* Pay attention to the monster's traits and make sure you know the consequences it will have. Hitting a life-steal and blinking monster when there is still a lot of black space left might not be the best move as you will probably have to start the fight all over again.&lt;br /&gt;
* If you are preparing a popcorn bowl, check that the monsters you are leaving actually are good popcorn. For example, cursing or death-gaze monsters might be dangerous as popcorn. So it might better to kill them before starting the boss fight.&lt;br /&gt;
* Don't be too scared of debuffs. For example, being mana burned or poisoned just before leveling up is really not a problem (as it will be cleared on level-up). Maybe 1 or 2 weakening or corrosion debuffs might not be such a big deal in exchange for critical XP (especially if you can get it cleared).&lt;br /&gt;
* Really pay attention to your god, especially when you can't afford losing XP. Some gods like you killing some monster types: ([[Taurog]] loves it when you kill spellcasters, and the [[Glowing Guardian]] undead), but others hate when you kill the wrong target ([[Dracul]] does not like when you kill undead, and [[Mystera Annur]] when you kill spellcasters)&lt;br /&gt;
&lt;br /&gt;
===Inventory management===&lt;br /&gt;
There is one important rule when taking items: they occupy room in your inventory, and the only way to get rid of them is to convert them. &lt;br /&gt;
It may be detrimental to fill your inventory with objects you don't need now, or to be obliged to convert an item too early to make room for another powerful artefact...&lt;br /&gt;
&lt;br /&gt;
So think twice before picking something up, and think twice too before converting an object.&lt;br /&gt;
&lt;br /&gt;
In the same way, spend you gold wisely in the shops.&lt;br /&gt;
&lt;br /&gt;
=== Single-use glyphs ===&lt;br /&gt;
Single-use glyphs are a special case of inventory management. If you know early on in the game that you will be worshiping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
LEMMISI is another situation where you might want to convert early, once you've done enough exploration with it.&lt;br /&gt;
&lt;br /&gt;
=== God selection ===&lt;br /&gt;
''Main article : [[gods]]''&lt;br /&gt;
&lt;br /&gt;
Gods are among the most powerful features in game, granting powerful boons. Actually, a good god understanding is one of the keys to successful [[vicious]] dungeon runs. But they might be scary as they will dislike some of you actions, or even punish you if your piety gets below 0.&lt;br /&gt;
&lt;br /&gt;
They are not equal; some will interact better with some classes (you'll get more information in the [[class]] pages), some will be more efficient if you worship them early (Glowing Guardian or Jehora Jeheyu), some can be worshiped or converted to in late game (Dracul or the Earthmother), some hate when you kill some monster types which might be important in your dungeon. &lt;br /&gt;
&lt;br /&gt;
So the trick is to understand what they could do for you, when is the right time to worship them, but also keep in mind that you are not obliged to always do what they wish you to do if you have enough piety in stock. Remember also that if you have more than 50 piety points, you can '''convert''' from one god to another (if there is more than 1 altar in your dungeon), which might entirely change your play style but also open new opportunities. Note that you will keep the traits the god offered you when converting.&lt;br /&gt;
&lt;br /&gt;
If you urgently '''need some piety''', other altars can be '''desecrated'''. The punishment for it might be costly, but it sometimes is extremely useful.&lt;br /&gt;
&lt;br /&gt;
'''Here is short review of existing gods:'''&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor is a god of resistance, resistance erosion and might. It is mainly fueled from wall destruction. It will help you tank huge damage and increase your attack. When used correctly, the knockback effect granted by the stone fist might be incredibly useful. &lt;br /&gt;
*{{g|Dracul}}: The dark god which helps you heal from blood pools and weak monsters. You'll hit stronger, but loose max resistance and max health. &lt;br /&gt;
*{{g|The Earthmother}}: An extremely powerful god, but which will clutter the map with plants. Used properly, you can get a huge amount of piety from her, transforming it into mana, multiple corrosion layers, first strike or resistance.&lt;br /&gt;
*{{g|Glowing Guardian}}: A good god to worship early for XP bonuses and health and mana regeneration in late game. It will clutter your inventory though.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible.&lt;br /&gt;
*{{g|Mystera Annur}}: The god to improve your glyph casting.&lt;br /&gt;
*{{g|Taurog}}: Taurog is good for melee fighters but will clutter your inventory with powerful objects. An easy to use god, which will provide you useful death protections in the late game. &lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. He loves money, and will help you hitting tough monsters.&lt;br /&gt;
*{{g|The Pactmaker}}: A different kind of deity who can be worshiped at the same time as other goods.&lt;br /&gt;
&lt;br /&gt;
==Boss fights==&lt;br /&gt;
Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do.  The first phase of the boss battle involves the player using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
==Combat tricks==&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
Read more in the [[Strike Order]] article&lt;br /&gt;
&lt;br /&gt;
=== Fireball Softener ===&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Regen-fighting]] ===&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
===Slow Poison===&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
&lt;br /&gt;
=== Level-up Steamroll ===&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
It often seems more efficient to fight only one monster at a time, entirely devoting your mana and health bar to this fight. But in some cases, it is actually much more efficient to fight two or more monsters at a time. Popcorn for mid fight level up is an example, but more are listed in the [[Brawling]] article.&lt;br /&gt;
&lt;br /&gt;
==Power builds and other odd tricks==&lt;br /&gt;
This section lists particularly powerful builds tricks and niche strategies, which -honestly- no sane person could have imagined. The fact that they have been developed tells a lot about DD Community's fading sanity.&lt;br /&gt;
&lt;br /&gt;
===Level 1 Boss fight===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Self Cannon===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Limitless lifesteal===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Punchbag===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Halflingzerker===&lt;br /&gt;
To be done&lt;br /&gt;
&lt;br /&gt;
===Acid Caster===&lt;br /&gt;
The Acid Caster is a build designed to kill the boss as a level 1 character by stacking layers of corrosion on the boss before a massive fireball chain. {{GnWi}} is best since he gets both cheaper fireballs and the ability to carry all his utility glyphs, but you can also do it as a {{GnSo}} or {{GnBl}} for their improved mana potions. Prep {{g|The Earthmother}} and cast {{s|IMAWAL}} on every enemy who is not in your way to build piety. Purchase 6 or so levels of the Greenblood boon just before fighting the boss or whenever your piety becomes full, and do not take Entanglement in this phase (the bonus XP is still given when you petrify enemies, and your goal is to not level up). This is much easier with the {{s|WEYTWUT}} and/or {{S|ENDISWAL}} glyphs, and on open levels.&lt;br /&gt;
&lt;br /&gt;
Explore the whole level before beginning the boss fight, and use all your mana potions and piety (for clearance--you can generate plants cheaply with Entanglement once you're done petrifying enemies) to fling fireballs at the boss until it dies. Helpful items include {{i|Crystal Ball}}, {{i|Keg of Mana}}, {{i|Dragon Soul}}, or anything else that gets you extra mana. The Extra Glyph preparation may be useful for an extra shot at valuable utility glyphs.&lt;br /&gt;
&lt;br /&gt;
===Punchomancer===&lt;br /&gt;
The Punchomancer is any character that spams {{s|PISORF}} until both bosses die, but is pulled off the best with an {{OrWi}}. Prep {{g|Binlor Ironshield}}, {{i|Crystal Ball}}, Extra Mana, Black Market, Sword, and anything else that looks appealing. Worship Binlor to get PISORF, level up a bit to get some damage, convert everything you see for even more damage, then position the bosses next to each other and cast PISORF until they both die. Refill your mana bar with midfight level-ups, potions, and the Crystal Ball as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51032</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51032"/>
				<updated>2015-06-27T01:33:02Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health)&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by two more Draogn Guards and two Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this dungeon is a welcome change of pace. Instead of debuffs, the level is filled with many of the game's hardier enemies, against whom damage-spiking is difficult, and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. You'll want to find some useful glyph besides BURNDAYRAZ before the end, since the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. Fortunately, there's many ways to do so with glyphs. That said, the Firstborn is much stronger than normal in this dungeon, and for many characters it'll be harder than the Matron even with the curse stacks.&lt;br /&gt;
&lt;br /&gt;
The first two Dragon Guards can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, using the blackspace between them to recharge your mana. Be careful though, as Dragon Elites have a 50% chance to resist the spell, forcing you to drink a mana potion to try again. This will also cut you off from resources in the rest of the level unless you use a large portion of the arena's blackspace to teleport them all a second time. Combining IMAWAL and ENDISWAL lets you &amp;quot;kill&amp;quot; each enemy for 11 mana (more if the Elites resist) and dodge all debuffs, without cutting you off from earlier resources. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. Finally, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't cast IMAWAL on the first two Dragon Guards (or any of the other enemies here) unless you possess ENDISWAL. The wall only vanishes if you kill them both, which you can't do if they're petrified, so this renders the level unwinnable.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
Vampire - Druids, Dragon Spawns, Serpents and especially Forest Trolls all make excellent blood cows, so a properly played vampire (especially one with {{i|Platemail}}) should have enough healing resources to outfight anything. Don't forget you can use your cows to regen fight high level enemies. The Firstborn is the hardest part of the level for the vampire, so feel free to spend all the resources you need to beat it. If you reach level 10 the final gauntlet is a joke due to your doubled lifesteal and immunity to poison and mana burn. Even if you can't reach level 10 it isn't too bad since your blood cows can heal between enemies. The Matron is easy to regen-fight if you have high lifesteal and a couple remaining blood cows, since you can heal more than half the damage she deals even while cursed.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51031</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51031"/>
				<updated>2015-06-27T01:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health)&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by two more Draogn Guards and two Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this dungeon is a welcome change of pace. Instead of debuffs, the level is filled with many of the game's hardier enemies, against whom damage-spiking is difficult, and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. You'll want to find some useful glyph besides BURNDAYRAZ before the end, since the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. Fortunately, there's many ways to do so with glyphs. That said, the Firstborn is much stronger than normal in this dungeon, and for many characters it'll be harder than the Matron even with the curse stacks.&lt;br /&gt;
&lt;br /&gt;
The first two Dragon Guards can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, using the blackspace between them to recharge your mana. Be careful though, as Dragon Elites have a 50% chance to resist the spell, forcing you to drink a mana potion to try again. This will also cut you off from resources in the rest of the level unless you use a large portion of the arena's blackspace to teleport them all a second time. Combining IMAWAL and ENDISWAL lets you &amp;quot;kill&amp;quot; each enemy for 11 mana (more if the Elites resist) and dodge all debuffs, without cutting you off from earlier resources. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. Finally, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't cast IMAWAL on the first two Dragon Guards (or any of the other enemies here) unless you possess ENDISWAL. The wall only vanishes if you kill them both, which you can't do if they're petrified, so this renders the level unwinnable.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
Vampire - Druids, Dragon Spawns, Serpents and especially Forest Trolls all make excellent blood cows, so a properly played vampire (especially one with {{i|Platemail}}) should have enough healing resources to outfight anything. Don't forget you can use your cows to regen fight high level enemies. The Firstborn is the hardest part of the level for the vampire, so feel free to spend all the potions, blood pools, blackspace and level catapults you need to beat it. If you reach level 10 the final gauntlet is a joke due to your doubled lifesteal and immunity to poison and mana burn. Even if you can't reach level 10 it isn't too bad since your blood cows can heal between enemies. The Matron is easy to regen-fight if you have high lifesteal and a couple remaining blood cows, since you can heal more than half the damage she deals even while cursed.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=51029</id>
		<title>Rock Garden</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rock_Garden&amp;diff=51029"/>
				<updated>2015-06-26T02:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rock_Garden.jpg|right|450px]]&lt;br /&gt;
&lt;br /&gt;
== Golem Spawn ==&lt;br /&gt;
Every time you gain a level, two wall segments are destroyed and {{m|golem}} monsters will appear in their place . These golem monsters are equal level to you. This means they are not worth any bonus experience. You can ignore them or fight them like any other monster.&lt;br /&gt;
&lt;br /&gt;
== Plants and Spoons ==&lt;br /&gt;
Every time you kill a plant in the Rock Garden, a {{i|spoon}} will drop on to the ground. This small item grants +1 base damage. Individually spoons are quite weak, but you can acquire up to fifteen spoons in this manner for a whopping +15 base damage. Although this will occupy three inventory slots, for a melee-oriented class this is well worthwhile.&lt;br /&gt;
&lt;br /&gt;
Plants created by {{g|The Earthmother}} do not drop spoons. Similarly plants removed by her &amp;quot;clearance&amp;quot; boon will not leave spoons behind, even if they would have otherwise. Combined with the fact that she will block off many passages with her plants, this typically makes the Earthmother a poor deity choice for the Rock Garden. Similarly, these spoons are incredibly powerful benefits to melee-type characters and will quickly fill your inventory. This means there will be little space for other items. As a result, {{g|Taurog}} is ''also'' a poor deity choice on the Rock Garden level.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The Rock Garden has a total of three bosses. Two of the bosses are fixed:&lt;br /&gt;
&lt;br /&gt;
'''Earth Guardian''': {{m|golem}} icon, Attack 75, Health 238, Magical Attack, Magic Resist 75%&lt;br /&gt;
&lt;br /&gt;
'''Stone Guardian''': {{m|golem}} icon, Attack 75, Health 238, Physical Resist 75%&lt;br /&gt;
&lt;br /&gt;
There is a third, random boss, selected from the pool of already unlocked bosses.&lt;br /&gt;
&lt;br /&gt;
Although three bosses may appear daunting, in practice you will get a large amount of XP and gold after each one you defeat. Because the bosses are individually quite weak, this is actually one of the easiest of the hard-difficulty levels. The trick is gaining momentum and being versatile enough to take on bosses with vastly different strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{g|Binlor Ironshield}} is an excellent deity for this level, clearing out wall segments and lowering resistances of the boss monsters. As well, every time you level, the two walls destroyed by the golem spawns '''do''' count for piety gain, negating the level toll entirely. If you purchase his Stone Heart boon several times, the brothers become laughable opponents. Similarly, the {{s|BYSSEPS}} glyph can be very useful for whittling away those resists. Remember that the physical resist boss can be poisoned easily (unlike regular golems, on which poison is only half effective) so he can be whittle away with hit and run tactics once you're strong enough to survive a single attack. Remember that spoons increase the damage of the {{s|PISORF}} glyph, and that this spell deals physical damage, making it very effective against the magic-resist boss. Finally, this is a maze-like level which is further aggravated by plants, so his preparation &amp;quot;penalty&amp;quot; of removing a third of the walls can be a valuable boon of its own.&lt;br /&gt;
&lt;br /&gt;
Because extra enemies spawn who are equal to your level, you can normally never gain bonus XP from them. The {{i|Balanced Dagger}} is an exception to this rule, making it possibly a good pick for this level (especially if you are playing as a Fighter). Otherwise, they're still good as extra popcorn, especially if you worship Tikki Tooki or Dracul for his lifesteal boons.&lt;br /&gt;
&lt;br /&gt;
=== Physical Specialist ===&lt;br /&gt;
Although the presence of a 75% physical resist boss may appear to preclude a physical specialist approach, there are ways to get around this. You will need to prepare the {{i|Really Big Sword}}, which increases your damage enormously against enemies with physical resist. Because this dungeon has goo blobs and wraiths, your RBS will get a lot of use even before the boss battles. Physical specialists benefit enormously from the spoons on the Rock Garden and as a result are basically home clear after they defeat the physical-resist boss. The {{s|HALPMEH}} glyph is extremely helpful here. Although it may be tempting to worship Taurog as a physical damage specialist, all the extra spoons in your inventory means you will have no space for his items, so he provides little benefit.&lt;br /&gt;
&lt;br /&gt;
Because of the downsides of the Really Big Sword, you must make a strong effort to fight higher-level monsters. The sword causes all monsters to always get first strike against you, so weaker monsters (especially if you're poisoned) can quickly whittle you down. However, since higher-level monsters get first strike anyways, the sword is of no consequence so long as you focus on fighting those enemies. Once you have defeated the physical resist boss, you can convert the really big sword to get rid of the penalty.&lt;br /&gt;
&lt;br /&gt;
Another approach to defeating the physical resist boss is by worshipping the {{g|Glowing Guardian}}.  His cleansing boon allows your next attack to deal magic damage, which will bypass those resistances.  You can also use {{g|Binlor Ironshield}} and his stone heart boon to reduce the resistances of all revealed monsters.  However, this has an important catch: you must reveal the boss as early as possible for it to be effective.&lt;br /&gt;
&lt;br /&gt;
Recommended classes for this approach are the Paladin, Warlord, Thief, and Assassin. Because of all the spoons that are present on this level, the Orc is generally not as favourable as the human. The extra attack booster preparation is strongly advised, even for humans. Because your base attack will be so high from all the spoons you collect, raising your attack bonus is far more beneficial than it usually is.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Character ===&lt;br /&gt;
A hybrid character mixes spellcasting and physical attack power. This character will use his spellcasting ability against the physical resist boss, and his physical prowess against the magic-resist boss. &lt;br /&gt;
&lt;br /&gt;
Because the BURNDAYRAZ glyph will be ineffective against the magic-resist boss, you will need to find a second glyph to help you out. The HALPMEH glyph and PISORF glyph are the two best options to fulfill this role, but CYDSTEPP and BYSSEPS will also work in a pinch. Remember that PISORF's damage is proportional to your base attack, which is boosted by those spoons. Pick up as many spoons as possible!&lt;br /&gt;
&lt;br /&gt;
Against the physical resist boss, your melee attack won't be of much help and most of your damage will need to come from fireball. It will take you 7-9 castings of BURNDAYRAZ (depending on your level) to kill this boss. Using a glyph such as {{s|BLUDTUPOWA}} or an item such as the {{i|Crystal Ball}} can be a useful way to get the extra castings needed to finish him off. Otherwise, a mid-battle level-up and a few items to boost your mana should be sufficient.&lt;br /&gt;
&lt;br /&gt;
Recommended classes are Sorcerer, Bloodmage, Wizard, Assassin, Fighter, and Thief.&lt;br /&gt;
&lt;br /&gt;
=== Specialist Spellcaster ===&lt;br /&gt;
The most difficult approach to Rock Garden is as a specialist spellcaster. Although the physical resist boss should be easily dispatched by a well-equipped spellcaster, the magic resist boss will be a more serious challenge. Generally speaking, the easiest approach is just to play as a hybrid instead. It's easier to raise a wizard's weak attack power than it is to punch through a boss with fireball magic alone. If you're determined to follow this route, you will need to either use the PISORF glyph to fight the magic-resist boss (this will take some luck, as PISORF has a roughly 33% chance of appearing), or find a way to dramatically lower his resistances. You will also have to deal with massive mana requirements. The BLUDTUPOWA glyph, piercing wand and crystal ball items, the schadenfreude potion, and an altar to either Mystera Annur or Binlor Ironshield will all help you enormously.&lt;br /&gt;
&lt;br /&gt;
Overall this is a feasible approach, and if you have your heart set on playing a pure spellcaster it's entirely possible, but it's by far the most difficult path. The Elf Wizard is strongly recommended; for any other class, you're better off just playing a hybrid.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51028</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51028"/>
				<updated>2015-06-26T02:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health)&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by four more enemies consisting of Dragon Guards and Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this dungeon is a welcome change of pace. Instead of debuffs, the level is filled with many of the game's hardier enemies, against whom damage-spiking is difficult, and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. The Firstborn is much stronger in this dungeon  You do not want to rely on BURNDAYRAZ too much, because the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. The first two enemies can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, though this cuts you off from all resources except the arena's blackspace. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. At the very least, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51027</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=51027"/>
				<updated>2015-06-26T02:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health)&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn (105 damage, 666 Health), Matron of Flame (75 damage, 954 health, Magical Attack, Retaliate: Fireball)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards (63 damage, 167 health, Magical Attack, Mana Burn, Curse Bearer, Physical Resist 50%) flanking a wall that vanishes if they're defeated, followed by four more enemies consisting of Dragon Guards and Dragon Elites (63 damage, 167 health, Poisonous, Curse Bearer, Magic Resist 50%) and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Instead, the level is filled with most of the game's hardiest enemies and has relatively limited blackspace, which makes regen-fighting costly. Seek out high level Druids or Serpents for leveling up. The Firstborn is much stronger in this dungeon  You do not want to rely on BURNDAYRAZ too much, because the Matron of Flame has high health and Retaliate: Fireball. PISORF can be used if you use it to push the last enemy in the gauntlet rather than kill it, but there are no walls in the final boss area.&lt;br /&gt;
&lt;br /&gt;
The final gauntlet is the most notable part of the dungeon, featuring nasty enemies who inflict nasty debuffs. Anything that lets you bypass part of this gauntlet is a big advantage. The first two enemies can be skipped with a single use of a wall-breaking ability (either ENDISWAL or a transmutation scroll). You can then use WEYTWUT to leap over the other four enemies, though this cuts you off from all resources except the arena's blackspace. If you make it to level 10 and have WONAFYT, you can instead summon the Matron to you after destroying the wall or killing one guard. At the very least, PISORF or any other source of knockback will let you skip the last enemy in the gauntlet, and also use it as an anvil for hitting the boss into.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield guarantees glyphs that let you skip three enemies from the final gauntlet. He also grants magic resistance, which is effective against both bosses (if you can get rid of your curse stacks for the Matron) and many of the regular enemies. There are no walls where you fight the Matron of Flame, but you can push her into the last Dragon Elite.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is likely to be a particularly poor choice for this level, since it is relatively easy to trap yourself with plants on any of the bridges. It can be done though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=51026</id>
		<title>Havendale Bridge</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Havendale_Bridge&amp;diff=51026"/>
				<updated>2015-06-26T01:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Havendale_Bridge.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
== Bridge Troll ==&lt;br /&gt;
This level is bisected by a river with only one crossing. The bridge is guarded by a Bridge Troll, a level 5 monster with berserking, fast healing, and 50% Physical and Magic resistances. It's more difficult than a typical level 5 monster and many characters will be unable to defeat it using only the resources on the first side of the bridge. You can pay 20 gold instead of fighting the troll to access the other side. The WEYTWUT, WONAFYT and PISORF glyphs, if found, can be used to bypass the monster and fight it at a later time. The Bear Mace can also be used for this purpose, making it a good preparation for this dungeon. When defeated, the Bridge Troll drops a Sensation Stone, an item that has no powers but is worth 150 conversion points.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The fixed boss on this level is Zin Kibaru: 418 health, 78 damage, 25% Magic resistance, Magical Attack, and Undead. The Tokoloshes on this level each drop a Tokoloshe Charm, a small item that gives 5% magic resistance, so this boss tends to be relatively manageable. The other boss is random. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50670</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50670"/>
				<updated>2015-06-07T17:06:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Imp&lt;br /&gt;
|HP=??%&lt;br /&gt;
|Att=??%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Blinks}}&lt;br /&gt;
|Unlock=???&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Imp is a rare monster type that only appears in select dungeons. It has low stats, but blinks to a random tile every time you strike it, which can deny you an easy kill if you haven't reached the place it blinks to. However, if you knock an imp into a wall (with {{s|PISORF}} or any other source of knockback), or push another enemy into it via PISORF, it will not teleport (it will still teleport if you push the imp into another monster). Nor can it teleport if it is {{t|slowed}}. They also don't teleport when you ignite burning stacks by attacking something else, but that fact generally works against you.&lt;br /&gt;
&lt;br /&gt;
If you can pump both your health and mana into hurting it you can easily kill imps 1-2 levels above you. It may be worth the gamble to attack them even if you can't prevent the teleport, especially if you can poison it first. You can tell where imps teleport to by watching the animation after you hit it, so you might be able to chase it down to finish it off.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50669</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50669"/>
				<updated>2015-06-07T17:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Imp&lt;br /&gt;
|HP=??%&lt;br /&gt;
|Att=??%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Blinks}}&lt;br /&gt;
|Unlock=???&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Imp is a rare monster type that only appears in select dungeons. It has low stats, but blinks to a random tile every time you strike it, which can deny you an easy kill if you haven't reached the place it blinks to. However, if you knock an imp into a wall (with {{s|PISORF}} or any other source of knockback), or push another enemy into it via PISORF, it will not teleport (it will still teleport if you push the imp into another monster however). Nor can it teleport if it is {{t|slowed}}. (They also don't teleport when you ignite burning stacks by attacking something else, but that fact generally works against you).&lt;br /&gt;
&lt;br /&gt;
If you can pump both your health and mana into hurting it you can easily kill imps 1-2 levels above you. It may be worth the gamble to attack them even if you can't prevent the teleport, especially if you can poison it first. You can tell where imps teleport to by watching the animation after you hit it, so you might be able to chase it down to finish it off.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=50668</id>
		<title>Naga City</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=50668"/>
				<updated>2015-06-07T16:47:26Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Naga_City.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Goo Blob}}s, {{m|Naga}}s, {{m|Serpent}}s, {{m|Warlock}}s, {{m|Acid Blob}}s, {{m|Burn Viper}}s, {{m|Vampire}}s&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' ''Nine'' of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (HP 475, ATK 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
No altars spawn in the first area unless prepared.&lt;br /&gt;
&lt;br /&gt;
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.&lt;br /&gt;
&lt;br /&gt;
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.&lt;br /&gt;
&lt;br /&gt;
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless. &lt;br /&gt;
&lt;br /&gt;
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).&lt;br /&gt;
&lt;br /&gt;
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: summarize the important points of [[Annotated Playthrough Naga City]] and [[Anyone Can Win Vicious Part 1: Naga City]] here)&lt;br /&gt;
&lt;br /&gt;
Regen-fighting is the word here. Poison is useful, as are mid-battle level-ups using the corner enemies. The piece de résistance in the boss gauntlet is usually the Tower of Goo and its 75% physical resist: you'll need to either save a lot of mana for this battle, or bring a lot of resistance erosion to it. If it's not him it'll be Frank the Zombie, who has high stats and is immune to poison.&lt;br /&gt;
&lt;br /&gt;
Tikki Tribute - Level up fast with catapult tricks. Worship Tikki Tooki in the clean up phase to get poison, then convert to Mystera for the arena. Use poison to kill all of the bosses without special strategies and follow directions for the ones that do. Convert to the Glowing Guardian or Dracul for extra hp and/or mana after you run out of potions.&lt;br /&gt;
&lt;br /&gt;
Orc Rogue/Glowing Guardian - Prepare Glowing Guardian, attack bonus increasers, Patches, and an item that either provides high attack bonus or high conversion rate. Buy and convert all possible items you won't use later (using bonus potions to get an early level catapult), use Absolution ~5 times for some bonus HP. The objective is to get base damage to achievement levels (150+); this makes poisonless regen-fighting a doable strategy.&lt;br /&gt;
&lt;br /&gt;
Half-Dragon - After enough item conversions, the half-dragon can do even more damage per strike than an orc rogue, without HP difficulties, and easily kills bosses with physical or magic resistance. Hit the bosses into each other, or into other enemies; try to hit low damage bosses into high-damage ones to get a head start. Prep the Dragon Shield and do anything that raises resists or base damage, and convert everything you don't need. Prep Binlor (for piety farming, knockback bonus and a bit of magic resist), Dracul (for blood shield mostly, though all of his boons will do you a bit of good), or Taurog (for resists and piety farming); if you don't worship Dracul switch to him in the arena for Blood Shield.&lt;br /&gt;
&lt;br /&gt;
Gorgon - You have to beat the level 3 times to unlock the gorgon, but her incredible ability at regen-fighting makes her extremely suited to beating it again. Worship Binlor while leveling up to farm piety and magic resist, and switch to Dracul in the arena for even more resists.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable {{c|Gorgon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50667</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50667"/>
				<updated>2015-06-07T16:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, {{m|Goo Blob}}s, {{m|Zombie}}s, Forest Trolls (Fast Regen, Cowardly, high health)&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn, Matron of Flame&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards flanking a wall that vanishes if they're defeated, followed by four Dragon Elites and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies. Or if you make it to level 10 and have WONAFYT, you can summon the Matron to you after destroying the wall or killing one guard.&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50666</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50666"/>
				<updated>2015-06-07T16:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, etc etc etc&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn, Matron of Flame &lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards flanking a wall that vanishes if they're defeated, followed by four Dragon Elites and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies. Or if you make it to level 10 and have WONAFYT, you can summon the Matron to you after destroying the wall or killing one guard.&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A {{i|Balanced Dagger}}, the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the {{i|Naga Cauldron}} from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A {{i|Trisword}} helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50665</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=50665"/>
				<updated>2015-06-07T16:42:30Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dragon_Isles.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, etc etc etc&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn, Matron of Flame &lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards flanking a wall that vanishes if they're defeated, followed by four Dragon Elites and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies. Or if you make it to level 10 and have WONAFYT, you can summon the Matron to you after destroying the wall or killing one guard.&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A [[Balanced Dagger]], the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the Matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the Naga Cauldron from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A [[Trisword]] helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Here be Dragons - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50664</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50664"/>
				<updated>2015-06-07T16:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Features ==&lt;br /&gt;
&lt;br /&gt;
'''ADDITIVES''': Start with BYSSEPS, which can be cast for stacking bonus damage, but the mana cost doubles each cast.&lt;br /&gt;
&lt;br /&gt;
'''PRESERVATIVES''': Extra potion shops.&lt;br /&gt;
&lt;br /&gt;
'''COLOURANTS''': Potions have strange side effects. Health and Mana potions only restore 10% of your health instead of the usual 40%. Drinking a health or mana potion puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other. Your form resets to normal on level up.&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
&lt;br /&gt;
The Chemist class requires the Enhanced Edition of Desktop Dungeons.&lt;br /&gt;
You will find him in a medium sized sub dungeon surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the Chemist class for future play.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
The Chemist can acquire a huge damage bonus very easily, even at level 1, so the Orc Chemist is a no-brainer. Convert items early on to easily kill high-level foes.&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
The Chemist can't use health and mana potions to spike damage against a boss, so mid-fight level ups are very important. Still, the Orc is probably more useful.&lt;br /&gt;
&lt;br /&gt;
Avoid taking the Gnome or Halfling, because their extra potions won't help much against the boss.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Like the Warlord, the Chemist's bonuses are almost completely defined by one glyph, {{s|BYSSEPS}}. Spending six mana gives you a 60% bonus to your next attack, and if you spend another 8 mana you can make that 90%. Since all this mana can be recovered before combat starts, you can easily score higher-level kills against low-health monsters to level up. You can use it again for a second hit if you haven't found another damage glyph. Just be mindful of your blackspace consumption, and be careful not to waste your charged-up hit clearing popcorn out of your way. Consider killing some lower level enemies right after leveling up just to use up some of your spare health.&lt;br /&gt;
&lt;br /&gt;
BYSSEPS stacking isn't quite as effective against bosses, though you should still use it for the first hit. Hopefully you'll get there with enough untouched popcorn for a mid-fight level up.&lt;br /&gt;
&lt;br /&gt;
Ideal glyphs for the Chemist are those which allow him to land two hits against an enemy he could otherwise only hit once; {{s|WEYTWUT}}, {{s|GETINDARE}} and {{s|CYDSTEPP}} (though again, beware your blackspace consumption). {{s|IMAWAL}} is also good since you want to score high-level kills early on. Any items which boost your health or base damage are valuable, especially early on. The {{i|Trisword}} and {{i|Alchemist Scroll}} are particularly good since your potions aren't very useful when killing the boss.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, Colourants is usually a weakness in disguise. Your health and mana potions are almost useless for spiking damage, and without good planning the alternate forms are a hinderance. Once your health or mana is regenerated to full the other one still won't regenerate at all, and the only way to get rid of it besides leveling up is to spend another potion to switch to the other form. Health form is almost useless since the Chemist has nothing else that boosts regen fighting without spending mana. Mana form is a little more useful since the Chemist often wants to pump a lot of mana into BYSSEPS (and possibly CYDSTEPP) while his health is already full, but even then you should only use potions for the last big monster you kill before leveling up. Don't be afraid to just convert them to please deities or spend them early to power up items. Other potions, most notably the {{i|Schadenfreude Potion}}, still work as normal, and you'll be able to pick up extras thanks to Preservatives.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}}: Unlike for everyone else, the {{t|Might}} from Stone Form stacks with the might from your glyph, and does so without raising the BYSSEPS glyph's cost; this turns {{s|PISORF}} into an extra layer of might for only 4 mana on top of its damage abilities. Stone Skin is also great for surviving extra hits to score high-level kills or finish off a boss, and PISORF gets enemies out of your path without wasting your might. Since you have no natural resistances there's no need to keep your piety above zero; just cast PISORF or ENDISWALL a couple times whenever you want to buy a boon.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}}, {{g|Dracul}}, {{g|Jehora Jeheyu}}: Since your potions won't do you much good against the boss, the health and mana restoration boons from these deities are especially valuable. Converting your potions for piety, Jehora's early boons and to avoid their dislikes isn't a big loss. Cleansing from the Glowing Guardian can also let you apply your great physical might into kills against magic-resistant enemies (especially high level wraiths); combine it with fireballs rather than going for a second hit.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}}: The Chemist is very good at killing monsters 2-3 levels above him for bonus XP. Entanglement makes this even easier and {{s|IMAWAL}} increases the payout (at the cost of even more blackspace), making the Earthmother an obvious choice. Later, Clearance is good against the bosses for all the reasons mentioned for the above deities.&lt;br /&gt;
&lt;br /&gt;
{{g|Tikki Tooki}}: Since the Chemist likes to kill high level enemies in 2-3 hits and can afford to ignore a lot of popcorn, you shouldn't have much trouble gaining piety with Tikki Tooki and most of his boons will be pretty useful. Reflexes is especially good since health potions are otherwise nearly useless, though the second hit from the Reflex potion won't have any levels of might.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}}: The only boons she offers that a Chemist would want are Magic and Refreshement, and even those aren't ideal unless the boss is very resistant to physical damage. Still, you'll be spending lots of mana as you explore so piety gain is easy.&lt;br /&gt;
&lt;br /&gt;
The only god who is really bad is {{g|Taurog}}, since repeated use of BYSSEPS will upset him a lot. Skullpicker is not enough to make up for that.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50663</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=50663"/>
				<updated>2015-06-07T16:36:34Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Features ==&lt;br /&gt;
&lt;br /&gt;
'''ADDITIVES''': Start with BYSSEPS, which can be cast for stacking bonus damage, but the mana cost doubles each cast.&lt;br /&gt;
&lt;br /&gt;
'''PRESERVATIVES''': Extra potion shops.&lt;br /&gt;
&lt;br /&gt;
'''COLOURANTS''': Potions have strange side effects. Health and Mana potions only restore 10% of your health instead of the usual 40%. Drinking a health or mana potion puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other. Your form resets to normal on level up.&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
&lt;br /&gt;
The Chemist class requires the Enhanced Edition of Desktop Dungeons.&lt;br /&gt;
You will find him in a medium sized sub dungeon surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the Chemist class for future play.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
'''Orc'''&lt;br /&gt;
The Chemist can acquire a huge damage bonus very easily, even at level 1, so the Orc Chemist is a no-brainer. Convert items early on to easily kill high-level foes.&lt;br /&gt;
&lt;br /&gt;
'''Goblin'''&lt;br /&gt;
The Chemist can't use health and mana potions to spike damage against a boss, so mid-fight level ups are very important. Still, the Orc is probably more useful.&lt;br /&gt;
&lt;br /&gt;
Avoid taking the Gnome or Halfling, because their extra potions won't help much against the boss.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Like the Warlord, the Chemist's bonuses are almost completely defined by one glyph, {{s|BYSSEPS}}. Spending six mana gives you a 60% bonus to your next attack, and if you spend another 8 mana you can make that 90%. Since all this mana can be recovered before combat starts, you can easily score higher-level kills against low-health monsters to level up. You can use it again for a second hit if you haven't found another damage glyph. Just be mindful of your blackspace consumption, and be careful not to waste your charged-up hit clearing popcorn out of your way. Consider killing some lower level enemies right after leveling up just to use up some of your spare health.&lt;br /&gt;
&lt;br /&gt;
BYSSEPS stacking isn't quite as effective against bosses, though you should still use it for the first hit. Hopefully you'll get there with enough untouched popcorn for a mid-fight level up.&lt;br /&gt;
&lt;br /&gt;
Ideal glyphs for the Chemist are those which allow him to land two hits against an enemy he could otherwise only hit once; {{s|WEYTWUT}}, {{s|GETINDARE}} and {{s|CYDSTEPP}} (though again, beware your blackspace consumption). {{s|IMAWAL}} is also good since you want to score high-level kills early on. Any items which boost your health or base damage are valuable, especially early on. The {{i|Trisword}} and {{i|Alchemist Scroll}} are particularly good since your potions aren't very useful when killing the boss.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, Colourants is usually a weakness in disguise. Your health and mana potions are almost useless for spiking damage, and without good planning the alternate forms are a hinderance. Once your health or mana is regenerated to full the other one still won't regenerate at all, and the only way to get rid of it besides leveling up is to spend another potion to switch to the other form. Health form is almost useless since the Chemist has nothing else that boosts regen fighting without spending mana. Mana form is a little more useful since the Chemist often wants to pump a lot of mana into BYSSEPS (and possibly CYDSTEPP) while his health is already full, but even then you should only use potions for the last big monster you kill before leveling up. Don't be afraid to just convert them to please deities or spend them early to power up items. Other potions, most notably the {{i|Schadenfreude Potion}}, still work as normal, and you'll be able to pick up extras thanks to Preservatives.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}}: Unlike for everyone else, the {{t|Might}} from Stone Form stacks with the might from your glyph, and does so without raising the BYSSEPS glyph's cost; this turns {{s|PISORF}} into an extra layer of might for only 4 mana on top of its damage abilities. Stone Skin is also great for surviving extra hits to score high-level kills or finish off a boss, and PISORF gets enemies out of your path without wasting your might. Since you have no natural resistances there's no need to keep your piety above zero; just cast PISORF or ENDISWALL a couple times whenever you want to buy a boon.&lt;br /&gt;
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{{g|Glowing Guardian}}, {{g|Dracul}}, {{g|Jehora Jeheyu}}: Since your potions won't do you much good against the boss, the health and mana restoration boons from these deities are especially valuable. Converting your potions for piety, Jehora's early boons and to avoid their dislikes isn't a big loss. Cleansing from the Glowing Guardian can also let you apply your great physical might into kills against magic-resistant enemies (especially high level wraiths); combine it with fireballs rather than going for a second hit.&lt;br /&gt;
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{{g|The Earthmother}}: The Chemist is very good at killing monsters 2-3 levels above him for bonus XP. Entanglement makes this even easier and {{s|IMAWAL}} increases the payout (at the cost of even more blackspace), making the Earthmother an obvious choice. Later, Clearance is good against the bosses for all the reasons mentioned for the above deities.&lt;br /&gt;
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{{g|Tikki Tooki}}: Since the Chemist likes to kill high level enemies in 2-3 hits and can afford to ignore a lot of popcorn, you shouldn't have much trouble gaining piety with Tikki Tooki and most of his boons will be pretty useful. Reflexes is especially good since health potions are otherwise nearly useless, though the second hit from the Reflex potion won't have any levels of might.&lt;br /&gt;
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{{g|Mystera Annur}}: The only boons she offers that a Chemist would want are Magic and Refreshement, and even those aren't ideal unless the boss is very resistant to physical damage. Still, you'll be spending lots of mana as you explore so piety gain is easy.&lt;br /&gt;
&lt;br /&gt;
The only god who is really bad is {{g|Taurog}}, since repeated use of BYSSEPS will upset him a lot. Skullpicker is not enough to make up for that.&lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50662</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Imp&amp;diff=50662"/>
				<updated>2015-06-07T15:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
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&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Imp&lt;br /&gt;
|HP=??%&lt;br /&gt;
|Att=??%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Blinks}}&lt;br /&gt;
|Unlock=???&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
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The Imp is a rare monster type that only appears in select dungeons. It has low stats, but blinks to a random tile every time you strike it, which can deny you an easy kill if you haven't reached the place it blinks to. It may still be worth the gamble to attack imps 1-2 levels above you in hopes of bonus XP, especially if you can poison it first. Watch the animation when it teleports to see where it lands.&lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=50661</id>
		<title>Naga City</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Naga_City&amp;diff=50661"/>
				<updated>2015-06-07T15:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Brickey8: &lt;/p&gt;
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&lt;div&gt;[[File:Naga_City.png|right|450px]]&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
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== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Goo Blob}}s, {{m|Naga}}s, {{m|Serpent}}s, {{m|Warlock}}s, {{m|Acid Blob}}s, {{m|Burn Viper}}s&lt;br /&gt;
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'''Boss:''' ''Nine'' of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (HP 475, ATK 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)&lt;br /&gt;
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== Special Rules ==&lt;br /&gt;
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No altars spawn in the first area unless prepared.&lt;br /&gt;
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A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.&lt;br /&gt;
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The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.&lt;br /&gt;
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The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless. &lt;br /&gt;
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In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).&lt;br /&gt;
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After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: summarize the important points of [[Annotated Playthrough Naga City]] and [[Anyone Can Win Vicious Part 1: Naga City]] here)&lt;br /&gt;
&lt;br /&gt;
Regen-fighting is the word here. Poison is useful, as are mid-battle level-ups using the corner enemies. The piece de résistance in the boss gauntlet is usually the Tower of Goo and its 75% physical resist: you'll need to either save a lot of mana for this battle, or bring a lot of resistance erosion to it. If it's not him it'll be Frank the Zombie, who has high stats and is immune to poison.&lt;br /&gt;
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Tikki Tribute - Level up fast with catapult tricks. Worship Tikki Tooki in the clean up phase to get poison, then convert to Mystera for the arena. Use poison to kill all of the bosses without special strategies and follow directions for the ones that do. Convert to the Glowing Guardian or Dracul for extra hp and/or mana after you run out of potions.&lt;br /&gt;
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Orc Rogue/Glowing Guardian - Prepare Glowing Guardian, attack bonus increasers, Patches, and an item that either provides high attack bonus or high conversion rate. Buy and convert all possible items you won't use later (using bonus potions to get an early level catapult), use Absolution ~5 times for some bonus HP. The objective is to get base damage to achievement levels (150+); this makes poisonless regen-fighting a doable strategy.&lt;br /&gt;
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Half-Dragon - After enough item conversions, the half-dragon can do even more damage per strike than an orc rogue, without HP difficulties, and easily kills bosses with physical or magic resistance. Hit the bosses into each other, or into other enemies; try to hit low damage bosses into high-damage ones to get a head start. Prep the Dragon Shield and do anything that raises resists or base damage, and convert everything you don't need. Prep Binlor (for piety farming, knockback bonus and a bit of magic resist), Dracul (for blood shield mostly, though all of his boons will do you a bit of good), or Taurog (for resists and piety farming); if you don't worship Dracul switch to him in the arena for Blood Shield.&lt;br /&gt;
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Gorgon - You have to beat the level 3 times to unlock the gorgon, but her incredible ability at regen-fighting makes her extremely suited to beating it again. Worship Binlor while leveling up to farm piety and magic resist, and switch to Dracul in the arena for even more resists.&lt;br /&gt;
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== Quests ==&lt;br /&gt;
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=== Vicious ===&lt;br /&gt;
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable {{c|Gorgon}} monster class. &lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Brickey8</name></author>	</entry>

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