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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=57818</id>
		<title>Mystera Annur</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=57818"/>
				<updated>2024-10-23T15:07:19Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Mystera Annur&lt;br /&gt;
|ShortHand=MA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+1}} for each glyph cast&lt;br /&gt;
|Punishment=&lt;br /&gt;
* all monsters on all dungeon floors gain 15% to both physical and {{t|Magic resist}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Cast a glyph: {{Piety|+1}} per 2 mana spent&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Slows piety gain by 25%&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Kill a monster which has {{t|Magical attack}} :{{Piety|-5}}&lt;br /&gt;
&lt;br /&gt;
*Get afflicted with  {{t|Mana burned}} :{{Piety|- (1 + remaining Mana in)}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Magic}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|5 (+20)}}&lt;br /&gt;
:'''Effect''': Gain 1 maximum mana&lt;br /&gt;
&lt;br /&gt;
;{{boon|Refreshment}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|50}}&lt;br /&gt;
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)&lt;br /&gt;
&lt;br /&gt;
;{{boon|Flames}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}&lt;br /&gt;
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level&lt;br /&gt;
&lt;br /&gt;
;{{boon|Weakening}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|30 (+0)}}&lt;br /&gt;
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor&lt;br /&gt;
&lt;br /&gt;
;{{boon|Mystic Balance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|60}}&lt;br /&gt;
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of &amp;quot;5&amp;quot; by 2 points.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.&lt;br /&gt;
&lt;br /&gt;
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:&lt;br /&gt;
&lt;br /&gt;
* Using {{s|ENDISWAL}} to dig around him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|WEYTWUT}} to teleport past him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|PISORF}} to push him out of the way&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
=== {{boon|Magic}} ===&lt;br /&gt;
Fairly straightforward boon, but its piety cost increases rapidly and only 2x purchase is enough for most characters. Raising your maximum mana to 15 means each mana potion will restore exactly 6 mana, but beyond that point the piety cost for a mere 1 mana is seldom worth the trade. Dedicated spellcasters can purchase this boon 3-4 times, then use various %-based mana restoring methods to utilize the raised maximum mana.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Refreshment}} ===&lt;br /&gt;
One of Mystera's powerful boons, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum mana, this can be a major benefit. But it does mean the timing for converting glyphs becomes more difficult to gauge, and races like {{r|Elf}} or {{r|Human}} will have to go without their conversion bonus. Races like {{r|Gnome}}, {{r|Halfling}}, and {{r|Goblin}} have no problems leaving all their converting for the end of the dungeon and they benefit enormously from this boon. Only {{ElWi}} is the notable exception. Keep in mind {{boon|Refreshment}} gets reduced to 25% if you convert to another religion! &lt;br /&gt;
&lt;br /&gt;
Gods who provides free glyphs, such as {{g|The Earthmother}}, {{g|Jehora Jeheyu}}, {{g|Tikki Tooki}}, or especially {{g|Binlor Ironshield}} synergies with refreshment. Binlor-worshipping {{c|Wizard}} with more glyphs preperation can have up to 9 glyphs in the inventory, that's 400% restoration.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Mystic Balance}} ===&lt;br /&gt;
Mystic balance is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. {{c|Wizard}}s, who already have a discount to their spell costs, get disadvantages more than benefits from {{boon|Mystic Balance}}. {{c|Berserker}}s, on the other hand, are largely unaffected by its downsides and benefit enormously from this boon. Ironically, this makes Mystera one of the better deity choices for a {{c|Berserker}}, essentially cancelling out their spellcasting penalty. &lt;br /&gt;
&lt;br /&gt;
For most classes, whether you want to use {{boon|Mystic Balance}} depends on which glyphs you rely on primarily. Most glyphs already cost 5 MP and are unaffected.  The {{s|BLUDTUPOWA}} glyph has no mana cost to begin with and is also unaffected. The {{s|BURNDAYRAZ}} and {{s|CYDSTEPP}} glyphs are the most notable improvements, which makes this boon very useful to fireball spammers and to {{c|Warlord}}s.  The {{s|WEYTWUT}} glyph is also dramatically improved, and becomes easier to use as a finisher.  On the other hand, the {{s|PISORF}} glyph becomes impractical for offensive purposes (it's still functional for breaking through walls and moving monsters, however) and the {{s|GETINDARE}} glyph becomes less mana efficient (though still worthwhile).  The {{s|BYSSEPS}} and {{s|LEMMISI}} glyphs are the hardest hit by mystic balance, and are below-average to begin with; they should be consigned for conversion if you select this boon. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Flames}} ===&lt;br /&gt;
Flames is rarely worth pursuing. The massive attack penalty on the flames makes it a terrible idea for hybrids and even for most spellcaster builds. For it to actually be profitable, one normal character would need to cast fireball 2.5 times more often than regular attacks on average, or you can't get any hits on the boss in which case you only do fireballs. You will need to be very dedicated to a pure caster approach or a rat monarch for either of these to be worthwhile. Most characters will skip out on these two.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Weakening}} ===&lt;br /&gt;
Weakening is also not very attractive to most characters. It costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a {{i|Piercing Wand}} or {{boon|Stone Heart}}, which have no downsides and reduce resistances with less effort. Only dedicate fireball casters without {{i|Piercing Wand}} will take this boon. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing {{g|Taurog}}, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting. Because Mystera does not afford any piety-based spiking boon, the usage of this god is largely restricted to two approaches. &lt;br /&gt;
&lt;br /&gt;
1) '''Mana Reinforced Hybrid''' - Because you cannot convert your remaining piety to damage and remaining {{t|Magical Attack}} popcorns, she is not very good at bossfight phase. Most hybrid characters will farm a lot of piety, purchase some good boons, and eventually convert out at some point. Your boons will be a couple of {{boon|Magic}} and either {{boon|Mystic Balance}} or {{boon|Refreshment}}. {{boon|Weakening}} is not your choice because {{t|Magic resist}} is not a big problem, and {{boon|Flames}} is completely out of range. If you purchased refreshment, you will want to convert out after full usage. It usually means you want to use the mana restore during the levelup phase, or your new god can provide spiking immedietly after converting in. {{g|Glowing Guardian}}, {{g|The Earthmother}}, {{g|Tikki Tooki}} and {{g|Dracul}} all have the feature. If you have full piety you can convert into {{g|Jehora Jeheyu}}, desecrate Mystera, and purchase {{boon|Chaos Avatar}}. Mystic balance is probably better if you want to fully exploit your new god. &lt;br /&gt;
&lt;br /&gt;
2) '''Extreme Fireball Caster''' - Prepare {{i|Crystal Ball}}/{{i|Piercing Wand}}/{{i|Dragon Soul}}/{{i|Mage Plate}}, an altar of Mystera, extra mana boosters or flame magnet, {{i|Schadenfraud}} potion and any appealing things. Finding {{s|BLUDTUPOWA}} helps enourmously. This build is best pulled from {{ElWi}}, {{GnSo}}, {{c|Bloodmage}}, {{c|Assassin}} or {{c|Chemist}}. This build completely gives up physical attack and focus on {{s|BURNDAYRAZ}} casting. Your will purchase all the boons except for {{boon|Weakening}}, but if you need a way to erode magic resistance you will even purchase it. If you do not need weakening boon, you can convert to {{g|The Earthmother}}, {{g|Glowing Guardian}} or {{g|Jehora Jeheyu}} to restore your mana for the last chance. One funny thing is in rare cases physically attacking the boss will actually decrease your total damage output, because it cuts the burning stack going in. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=57132</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=57132"/>
				<updated>2019-06-28T05:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* How to deal with Horatio's resistances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 2-3 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (Bloodless, no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 191 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between fights, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage. However the gears will eat up your inventory spaces; only pick up 2 or less gears. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up. If you plan to use glyphs a lot at the start, you can pick him as an initial deity. If you do not carry {{i|Really Big Sword}}, cleansing can help dealing with the {{m|Goo Blob}} or especially {{m|Illusion}} with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances if used as the initial deity. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. On the other side, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Two wallbreakers means easy 30 piety. &lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. If you carry {{i|Patches the Teddy}} and {{i|Dragon Shield}} you can hit the resists cap without the help of the Pactmaker. If you take the body pact mid-run, only get it when you will not lose too much piety on it, and be careful about losing the chance of free 50 piety. Otherly, you can begin the run with Taurog/GG/Binlor or any piety-friendly god and body pact if you meet the Pactmaker at the first tower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists). Because you will likely have {{i|Burn Salve}}, desecrating the altar of {{g|The Earthmother}} is often a good move at the lategame.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Fire Heart}} allows to kill debuffing or high attack monsters without regen-fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Piercing Wand}} is a viable choice if you don't have other method to erode Horatio's resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike and a big inventory occupant. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a better choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, occupies a big inventory space, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 191 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} is one good method. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used. The major drawback of this approach is that you should prepare enough piety if you want to convert into {{g|Dracul}}. If you worshipped Binlor during the run, you can buy Stone Form before converting into other gods, keeping the buff. However using 25 piety for Stone Form may not be a best choice if you found BYSSEPS. Only buy it when you have a good wall knockback chain so that you can recover the piety cost. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} and {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing.. Like picking up BYSSEPS, you should plan the budget and buy it just before the boss fight. But for Piercing Wand you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Token&amp;diff=57131</id>
		<title>Vicious Token</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Token&amp;diff=57131"/>
				<updated>2019-06-25T13:41:06Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Effective Approaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vicious Badge.png]] Vicious Token (VT) is a preparation and a badge that incredibly increases dungeon's difficulty. &lt;br /&gt;
&lt;br /&gt;
==Unlock and Use==&lt;br /&gt;
After you beat the [[Quests#Oh, Horatio!]] quest, you will unlock this badge. You can prepare this whenever you go into a dungeon for the price of {{gold|20}}. This preparation makes the dungeon ignore its difficulty modifier and set all monsters' attack 160% and health 200%. If you beat the dungeon with Vicious Token, you will earn Vicious [[Badge]] and additional {{gold|300}}. If it's your first time to beat the dungeon with Vicious Token, you will get another {{gold|200}} as well. &lt;br /&gt;
&lt;br /&gt;
To rainbow a dungeon, you also need to get the Vicious Badge as well as other badges.&lt;br /&gt;
&lt;br /&gt;
==What's the difference?==&lt;br /&gt;
You would see that same level's same monsters have different stats in different dungeons. It's because each dungeon offers a different difficulty modifier. However, it is now ignored and you can now see same level's same monsters have all same stats in all dungeons with Vicious Token. Here's the monster's stats. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base → Vicious Attack&lt;br /&gt;
!Base → Vicious Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 → 4 || 6 → 12&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 → 11 || 15 → 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 → 19 || 26 → 52&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 → 28 || 39 → 78&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 → 40 || 54 → 108&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 → 52 || 71 → 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 → 67 || 90 → 180&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 → 83 || 111 → 222&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 → 100 || 134 → 268&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 → 120 || 159 → 318&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To see the stats of bosses with Vicious Token, see [[Bosses]]. &lt;br /&gt;
&lt;br /&gt;
As you can see, n-th level monster now has higher attack power and health than (n+1)-th level monster have had. It is extremely hard to kill 2 level higher monster without a level catapult, and 1 level higher monster is also very difficult. While this might seem just a flat number trick, this makes various problems. &lt;br /&gt;
&lt;br /&gt;
* '''Can't kill level 2 monster'''&lt;br /&gt;
You start with 10 health, and level 2 monster have 11 attack. If you want to tank a hit without purchasing boons or so, you need to find 2 health boosters. The blackspace cost is too much if you intend to find those. After you find some health increasing items, health boosers, or source of resistances you would be able to tank hits. But even if you find a way to tank a hit, it is usually not easy to kill a level 2 monster. Prior to find a way you should waste a lot of resources. A good example eliminated by the Vicious token is {{OrRo}} of {{g|Taurog}} approach which become almost useless. You can instead start to kill level 1 monsters, but you will soon find yourself in shortage of XP. &lt;br /&gt;
&lt;br /&gt;
* '''Can't tank Bosses' hit'''&lt;br /&gt;
The stat of a standard boss is 120/636. A level 9 character's health is usually 1.3 × 90 = 117, so even a level 9 character can't tank a hit. Aequitas (180 attack) or Bleaty (360 attack) is especially dangerous. Even if you somehow reached level 10 and have 130 health, you need 65% full {{t|Physical Resist}}, or 4 {{t|Stone Skin}}, to tank Bleaty's hit. Aequitas has {{t|magical attack}} so stone skin doesn't even work. Some special bosses such as Rex or The Avatar also deals a superior damage. &lt;br /&gt;
&lt;br /&gt;
* '''Special subdungeons become harder than expected'''&lt;br /&gt;
All vicious dungeons except one have their bosses at a special subdungeon. Vicious dungeons have high enough difficulty modifier and thus gets a minor bonus to monsters. However, the subdungeon's difficulty modifier is lower than the main dungeon level, and every monster in the subdungeon gets higher difficulty modifier. This makes vicious dungeons harder than expected. {{d|Vicious Steel}} has bosses at the main dungeon level, and thus is easier than other double-vicious dungeons. {{d|Vicious Gaan-Telet}} is somewhat special in this manner; this dungeon has increasing difficulty modifier, so the former part of the dungeon run becomes significantly harder while the later part is not.&lt;br /&gt;
&lt;br /&gt;
==Effective Approaches==&lt;br /&gt;
If you don't regen-fight, monster's total difficulty is its attack power multiplied by health pool. But since the monster stats are reinforced too much, bursting damage from your health pool without regeneration is practically not powerful enough to kill your target. Striker/tank characters such as {{c|Warlord}} or {{r|Dwarf}} loses its ability here. Though being very hard, carefully refined striker or tank or even a hybrid is certainly able to wipe VT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specialized caster build won't use normal attacks very much, and they can largely ignore monsters' attack power. However, out of {{c|Chemist}} or characters with {{s|BLUDTUPOWA}} or {{s|APHEELSIK}}, casters cannot effectively regen-fight. Its bursting damage is somewhat similar to Striker or Tank style and thus enlarged health pool could make a monster out of the target. You will need a lots of mana refills so be prepared. Still some specialized caster apporach can rock in VT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regen-Fighter will want to get as high resists as possible. Stacking resistances is by far the only effective way to solve both problems: being able to tank one hit, and increase your regen-fight ability. This makes some gods worth preparing, and {{i|Dragon Shield}} is somewhat an auto-preparation for regen-fighters aiming VT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike non-VT run, you can't always have proper higher level targets. Having another method to get some bonus experiences is a very good idea. Taking {{g|Tikki Tooki}}'s {{boon|Tikki's Edge}} boon, preparing or buying an {{i|Amulet of Yendor}}, being a {{r|Goblin}} are all a great move. {{i|Balanced Dagger}} is exceptional at this, but {{i|Amulet of Yendor}} is almost always better if you can widthstand your budget problem. It is completely possible to plan to earn all bonus experiences from something other than killing higher level enemies. {{GoAs}} of Tikki Tooki is a good example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to stay into damage, {{r|Orc}} is better than {{r|Human}} for most dungeons, because the fights in the low levels are significantly harder than higher ones. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=57130</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=57130"/>
				<updated>2019-06-25T13:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 2-3 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (Bloodless, no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 191 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between fights, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage. However the gears will eat up your inventory spaces; only pick up 2 or less gears. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up. If you plan to use glyphs a lot at the start, you can pick him as an initial deity. If you do not carry {{i|Really Big Sword}}, cleansing can help dealing with the {{m|Goo Blob}} or especially {{m|Illusion}} with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances if used as the initial deity. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. On the other side, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Two wallbreakers means easy 30 piety. &lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. If you carry {{i|Patches the Teddy}} and {{i|Dragon Shield}} you can hit the resists cap without the help of the Pactmaker. If you take the body pact mid-run, only get it when you will not lose too much piety on it, and be careful about losing the chance of free 50 piety. Otherly, you can begin the run with Taurog/GG/Binlor or any piety-friendly god and body pact if you meet the Pactmaker at the first tower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists). Because you will likely have {{i|Burn Salve}}, desecrating the altar of {{g|The Earthmother}} is often a good move at the lategame.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Fire Heart}} allows to kill debuffing or high attack monsters without regen-fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Piercing Wand}} is a viable choice if you don't have other method to erode Horatio's resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike and a big inventory occupant. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a better choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, occupies a big inventory space, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 191 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} is one good method. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used. The major drawback of this approach is that you should prepare enough piety if you want to convert into {{g|Dracul}}. If you worshipped Binlor during the run, you can buy Stone Form before converting into other gods, keeping the buff. However using 25 piety for Stone Form may not be a best choice if you found BYSSEPS. Only buy it when you have a good wall knockback chain so that you can recover the piety cost. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like picking up BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. &lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=56863</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vampire&amp;diff=56863"/>
				<updated>2018-12-28T04:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&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;
|Tooltip=MONSTER CLASS&amp;amp;#10;UNDEAD: Immune to Poison and Mana Burn&amp;amp;#10;DAMNED: Cannot worship, exhausted while wounded, flat health regen of 1&amp;amp;#10;ETERNAL THIRST: Starts with Sanguine and 1 level of Life steal&amp;amp;#10;&amp;amp;#10;Vampires gain +1 Life steal for every 120 Conversion Points&lt;br /&gt;
|DisplayText={{{DisplayText|Vampire}}}&lt;br /&gt;
|Name=Vampire&lt;br /&gt;
|ShortHand=Va&lt;br /&gt;
|ConversionCost=120&lt;br /&gt;
|ConversionEffect=+1 {{t|Life steal}}&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|UNDEAD}}: {{t|Poison Immune}}, {{t|Mana Burn Immune}}&lt;br /&gt;
;{{a|DAMNED}}: Cannot worship, exhausted while wounded, flat health regen of 1&lt;br /&gt;
;{{a|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 special monster class, built around {{t|Life steal}} ability. He has completely different playing style from other classes. Though it seems to be a extreme version of worshippers of {{g|Dracul}}, his life steal ability is so powerful that he went to another step of power curve. &lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
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, only under {{c|Rat Monarch}} and maybe the {{c|Goatperson}} in learning curve. &lt;br /&gt;
&lt;br /&gt;
=== Conversion Bonus ===&lt;br /&gt;
The Vampire gets +1 {{t|Life steal}} for 120 conversion points. This is the defining ability of the Vampire. 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;
An useful and recommended 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. When your blood cows are all at full health, your actual health can be effectively up to few times(!) higher than your health bar and you can health-spike any higher level monster. &lt;br /&gt;
&lt;br /&gt;
It is important to note that your {{t|Life steal}} 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. Because your life steal is doubled versus lower level monsters, it is capped by your damage output anyway. 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. One interesting thing is, if you prepare the [[File:Vicious Token.png|link=Vicious Token]] Vicious token, more monsters can survive your attack so you have more bloodcows to use. This is by far the only case which a character gets an advantage from VT. &lt;br /&gt;
&lt;br /&gt;
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;
=== {{a|UNDEAD}} ===&lt;br /&gt;
The Vampire is immune to poison and mana burn, so that he can use more non-{{t|Bloodless}} monsters as precious bloodcows, such as {{m|Serpent}} or {{m|Burn Viper}}. This ability (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;
=== {{a|DAMNED}} ===&lt;br /&gt;
The Vampire cannot worship a god, he would be too powerful otherwise. Thus it is obvious that he will always win {{badge|Faithless}} badge whenever he wins a dungeon, and you don't need to take effort to this badge for the other classes if you are going to rainbow a dungeon. &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. &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;
=== {{a|ETERNAL THIRST}} ===&lt;br /&gt;
The Vampire starts with 1 {{t|Life steal}} and 10% {{t|Sanguine}}. A stack of life steal is very powerful addition to his power. 10% sanguine is flat and you have no method to improve it. Bloodpools are basically non-newable resources for spike so tapping into bloodpools too soon can be highly detrimental. In case when your health is too low and you have {{t|Slow Strike}} so that you cannot steal life from any monster, you can drink your health potion or some bloodpools to quickly escape from this embarassing situation.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Glyphs ===&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. The Vampire can receive several more attacks from a single dodge while other classes receive just one free hit, making dodge far more powerful than any other class. However, due to their natual playstyle of attacking bloodcows several times more than the target monster, the dodge will likely to happen versus bloodcows, which become less meaningful. &lt;br /&gt;
&lt;br /&gt;
If you do not find {{s|GETINDARE}}, {{s|BURNDAYRAZ}} will be your main finishing movement. If you finish your non-{{t|Bloodless}} enemy with slower attack, if the enemy's too low, you cannot steal enough health. You should explore a bit of blackspaces to fully use your life steal ability, but it can be a waste of blackspaces. Finishing the monster with BURNDAYRAZ will not make this problem. Of course, BURNDAYRAZ is the basic solution for all {{t|Physical resist}} monsters also. &lt;br /&gt;
&lt;br /&gt;
When you have enough {{t|Life steal}}, {{s|HALPMEH}} can be actually better than BURNDAYRAZ by the damage output per mana. The reason is same with that characters with high resistances prefer HALPMEH over BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
Other non-utility glyphs are not more useful than their conversion bonus, and can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
The {{i|Platemail}} item is particularly useful to the Vampire though the item cannot go along with {{s|GETINDARE}}. However, Platemail is actually better than GETINDARE, and converting the glyph gives 100 CP anyway. 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. Be careful that it is very vurnerable to curse, and keep in mind that it gives you {{t|Slow Strike}} debuff so you get two {{t|Cursed}} stack from killing a {{t|Curse Bearer}} popcorn. &lt;br /&gt;
&lt;br /&gt;
{{i|Tower Shield}} or {{i|Elven Boots}} provides extra resistances. {{t|Damage Reduction}} and resistances are better than {{t|Life steal}} because it does not care about your damage output, but these are also disabled by curse. &lt;br /&gt;
&lt;br /&gt;
{{i|Vampiric Blade}} is another good item to find in the shop. The effect on reducing incoming damage is only a half compared to {{i|Platemail}}, it's easy to hit the attack power cap, and it's largely meaningless versus lower level monsters. However, it is not disabled by curse. &lt;br /&gt;
&lt;br /&gt;
If you are using {{s|BURNDAYRAZ}}, {{i|Witchalok Pendant}} can give you a very good chance versus physical attack monsters. You can hit an enemy with fireballs, and attack to ''heal'' while damaging it. &lt;br /&gt;
&lt;br /&gt;
Items increasing your hit points reinforces your {{t|Sanguine}} and ability to tank a huge hit, but their conversion value is sometimes more important. Other than these, items with high CP/cost value are good items to purchase.&lt;br /&gt;
&lt;br /&gt;
=== Preperations ===&lt;br /&gt;
{{i|Platemail}} is one great option to be a guild preperation. {{i|Dragon Shield}} can be a better item to prepare, leaving chance to find {{i|Platemail}} from shops. A Vampire having both items is an incarnation of Dracul. {{i|Vampiric Blade}} is a viable choice, but a {{i|Sensation Stone}} is much better if you can afford the gold cost from your kingdom. &lt;br /&gt;
&lt;br /&gt;
Preparing {{i|Really Big Sword}} is a good option if you are going to face {{t|Physical resist}} monsters, especially if you also prepare {{i|Platemail}} or going to find one from the shop. Because the Vampire cannot worship a god, ways to erode resistances are very limited. &lt;br /&gt;
&lt;br /&gt;
{{i|Quicksilver Potion}} and {{i|Reflex Potion}} are superior items for the Vampire due to the exact same reasons why dodge is highly valuable for him. &lt;br /&gt;
&lt;br /&gt;
Also remember {{i|Patches the Teddy}} is very good addition to the Vampire as said earlier. &lt;br /&gt;
&lt;br /&gt;
It is sometimes even worthwile to prepare Quest Items just to find the {{i|Platemail}}. Shop scroll is another option, just because you can convert it to gain conversion points.&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;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56862</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56862"/>
				<updated>2018-12-28T01:58:11Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Shop Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage. However the gears will eat up your inventory spaces; only pick up 2 or less gears. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up. If you plan to use glyphs a lot at the start, you can pick him as an initial deity. If you do not carry {{i|Really Big Sword}}, cleansing can help dealing with the {{m|Goo Blob}} or especially {{m|Illusion}} with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances if used as the initial deity. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. On the other side, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Two wallbreakers means easy 30 piety. &lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. If you carry {{i|Patches the Teddy}} and {{i|Dragon Shield}} you can hit the resists cap without the help of the Pactmaker. If you take the body pact mid-run, only get it when you will not lose much piety on it, and be careful about losing the chance of free 50 piety. Otherly, you can begin the run with Taurog/GG/Binlor and body pact if you meet the Pactmaker at the first tower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists). Because you will likely have {{i|Burn Salve}}, desecrating the altar of {{g|The Earthmother}} is often a good move at the lategame.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Piercing Wand}} is a viable choice if you don't have other method to erode Horatio's resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56861</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56861"/>
				<updated>2018-12-28T01:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Shop Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage. However the gears will eat up your inventory spaces; only pick up 2 or less gears. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up. If you plan to use glyphs a lot at the start, you can pick him as an initial deity. If you do not carry {{i|Really Big Sword}}, cleansing can help dealing with the {{m|Goo Blob}} or especially {{m|Illusion}} with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances if used as the initial deity. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. On the other side, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Two wallbreakers means easy 30 piety. &lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. If you carry {{i|Patches the Teddy}} and {{i|Dragon Shield}} you can hit the resists cap without the help of the Pactmaker. If you take the body pact mid-run, only get it when you will not lose much piety on it, and be careful about losing the chance of free 50 piety. Otherly, you can begin the run with Taurog/GG/Binlor and body pact if you meet the Pactmaker at the first tower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists). Because you will likely have {{i|Burn Salve}}, desecrating the altar of {{g|The Earthmother}} is often a good move at the lategame.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Piercing Wand}} is a viable choice if you don't have other method to erode Horatio's resists.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Venom Dagger}} helps if the build relies heavily on [[regen-fighting]]. &lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56860</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56860"/>
				<updated>2018-12-28T01:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Worship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage. However the gears will eat up your inventory spaces; only pick up 2 or less gears. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up. If you plan to use glyphs a lot at the start, you can pick him as an initial deity. If you do not carry {{i|Really Big Sword}}, cleansing can help dealing with the {{m|Goo Blob}} or especially {{m|Illusion}} with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances if used as the initial deity. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. On the other side, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Two wallbreakers means easy 30 piety. &lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. If you carry {{i|Patches the Teddy}} and {{i|Dragon Shield}} you can hit the resists cap without the help of the Pactmaker. If you take the body pact mid-run, only get it when you will not lose much piety on it, and be careful about losing the chance of free 50 piety. Otherly, you can begin the run with Taurog/GG/Binlor and body pact if you meet the Pactmaker at the first tower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists). Because you will likely have {{i|Burn Salve}}, desecrating the altar of {{g|The Earthmother}} is often a good move at the lategame.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vegetarian_Vampire&amp;diff=56859</id>
		<title>Vegetarian Vampire</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vegetarian_Vampire&amp;diff=56859"/>
				<updated>2018-12-27T10:31:39Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VampireChef.png|right]]&lt;br /&gt;
&lt;br /&gt;
'''Vegetarian Vampire''' is a normal random subdungeon found in the Southern region. It is a pre-explored 9x8 tile sub hosting a L1 Vampire and several plants unique to this sub.&lt;br /&gt;
&lt;br /&gt;
Killing the Vampire will drop the {{i|Recipe Scroll}}. Clicking the scroll will read it to reveal the five recipes. As the recipes never change, you do not need to kill the vampire, you can ignore him and start cooking right away. After use the scroll serves little purpose, though it can be converted for a bit of extra cp.&lt;br /&gt;
&lt;br /&gt;
To complete a recipe, simply hit the plants with melee attacks in the order they are written in your chosen recipe.  As you do so, they will place themselves in the row at the top of the dungeon floor in the order they are killed. They will be consumed irrevocably whether you complete a valid recipe or not, and there is no way to kill a plant that blocks your way without putting it in the recipe.  Therefore you need to plan ahead, immediately starting on a recipe that you will actually be able to complete without blockages.&lt;br /&gt;
&lt;br /&gt;
The five plants each appear like red-tinted version of standard plants, but without their negative effects.  They are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Plant Monster Icon.png]] ''Blood Root'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Poisonous Pod Monster Icon.png]] ''Haemo Bush'' &amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Barbing Bush Monster Icon.png]] ''Sang Vine'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Corrosive Creeper Monster Icon.png]] ''Crimson Pod'' &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mysterious Murkshade Monster Icon.png]] ''Red Shrub'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Note that killing these plants will provoke {{g|The Earthmother}}'s punishment.&lt;br /&gt;
&lt;br /&gt;
'''The Recipes:'''&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Recipe&lt;br /&gt;
!Visually&lt;br /&gt;
!BR [[File:Plant Monster Icon.png]]&lt;br /&gt;
!CP [[File:Corrosive Creeper Monster Icon.png]]&lt;br /&gt;
!HB [[File:Poisonous Pod Monster Icon.png]]&lt;br /&gt;
!RS [[File:Mysterious Murkshade Monster Icon.png]]&lt;br /&gt;
!SV [[File:Barbing Bush Monster Icon.png]]&lt;br /&gt;
!Conversion point value equivalence&lt;br /&gt;
|-&lt;br /&gt;
| Health Broth || +5 Health || BR - BR - SV - BR - SV || [[File:Plant Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] || 3 || - || - || - || 2 || 400/(player level) CP, Dwarf&lt;br /&gt;
|-&lt;br /&gt;
| Magi Soup || +1 Mana || CP - CP - CP - HB - SV || [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Poisonous Pod Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] || - || 3 || 1 || - || 1 || 70 CP, Elf&lt;br /&gt;
|-&lt;br /&gt;
| Strength Syrup || +1 Base Damage || SV - RS - SV - RS - BR || [[File:Barbing Bush Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Barbing Bush Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Plant Monster Icon.png]] || 1 || - || - || 2 || 2 || 40 CP, Orc&lt;br /&gt;
|-&lt;br /&gt;
| Caramel Conversions || 20 Conversion Points || HB - BR - RS - CP - RS || [[File:Poisonous Pod Monster Icon.png]] [[File:Plant Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] || 1 || 1 || 1 || 2 || - || 20 CP&lt;br /&gt;
|-&lt;br /&gt;
| Cake of Attack Bonus || +5% Attack || HB - CP - CP - HB - RS || [[File:Poisonous Pod Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Corrosive Creeper Monster Icon.png]] [[File:Poisonous Pod Monster Icon.png]] [[File:Mysterious Murkshade Monster Icon.png]] || - || 2 || 2 || 1 || - || 50 CP, Human&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tips on Use:'''&amp;lt;br&amp;gt;&lt;br /&gt;
1. Take a glance at how many of each plant is available before starting any of the recipes. Usually 1-2 plants will become the bottlenecks for what recipes you can pick up, for example if you have only one Sang Vine available, you won't be able to pick up any Health Broth or Strength Syrup; and you will not be able to pick up more than one Magi Soup. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Some recipes can seem generally better than others, for example if compared to racial conversion bonuses. The best value is the Magi Soup (70 Elf CP), and the worst is the Caramel Conversions (20 CP always).  Since Dwarves get a level-scaling CP bonus, the relative CP value of a flat 5HP declines (rapidly at first) from 400 to 40 CP as you level up, but this always beats Caramel Conversions on paper (in reality, 20 CP may or may not help you hit a CP threshold).  That said, different characters may need different bonuses, especially if the plants available lend easily to multiple shots of a less powerful bonus; in particular, Orc and Human covet each other's bonuses far more than they want to stack more of the same.  In any case, your ability to choose which recipes you want is severely limited regardless, depending mostly on the plants.  It's easier to work out what you can get and choose from there - you won't have many options.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Sometimes the placement of the plants will prevent you from picking up a specific recipe immediately, while all other recipes require ingredients you cannot spare. What you can do in this case is to kill five surplus plants (i.e. ones you wouldn't want to use for your recipes anyway). The non-recipe they make up won't have any effect other than to clear the way for you to access the correct plants afterwards. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Wiping the plants will anger {{g|The Earthmother}}, so don't kill the plants if you are worshipping her. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=56858</id>
		<title>Battle of attrition</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=56858"/>
				<updated>2018-12-27T07:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you explore tiles while you are fighting against an enemy, your health and mana will regenerate. However, the monster will also regenerate its health, so it's not a good idea to explore mid-battle. &lt;br /&gt;
&lt;br /&gt;
Or is it?&lt;br /&gt;
&lt;br /&gt;
'''Battle of attrition''' or '''Regen-fighting''' is the term used by Desktop Dungeons creators of define a fight when you are exploring mid-fight to gain health and mana. &lt;br /&gt;
&lt;br /&gt;
As you will often want to fighter monster at an higher level than you are, they would often heal quicker than you. So knowing if you can do it is not always obvious. here are some tips to know when you can do it.&lt;br /&gt;
&lt;br /&gt;
Note that you can read [[Annotated Playthrough: Regenfighting]] for more explanation.&lt;br /&gt;
&lt;br /&gt;
== When to regen-fight ==&lt;br /&gt;
Whenever a tile is explored, the player and all monsters will heal a number of hit points equal to their level.  So a 5th level monster heals 5 hit points per tile.  Some special abilities, such as {{t|fast regen}} can modify this, but such abilities are rare. Since most difficult monsters will be higher level than you, this means they also heal more health than you.  If you want to win a long-term battle of attrition, you'll need to deal more damage then them or have some other kind of advantage.  Often times, a glyph such as {{s|BURNDAYRAZ}} or {{s|APHEELSIK}} is exactly the advantage you need to do this.&lt;br /&gt;
&lt;br /&gt;
In general, your regen-fight is efficient when &lt;br /&gt;
&lt;br /&gt;
* you have high attack power,&lt;br /&gt;
* you have high physical/magic resistance (depending on the enemy's attack type), &lt;br /&gt;
* you have {{t|Damage Reduction}} or {{t|Life steal}} ability to decrease incoming damage, &lt;br /&gt;
* you have some method of poisoning (and monster is not {{t|undead}}),&lt;br /&gt;
* you have {{t|corrosive}} or {{t|Burning Strike}} ability,&lt;br /&gt;
* the monster has low attack power,&lt;br /&gt;
* the monster has zero to low (physical) resistance. &lt;br /&gt;
&lt;br /&gt;
And those not a good target of regen-fighting are monsters with &lt;br /&gt;
&lt;br /&gt;
* {{t|Fast regen}} - only {{c|Monk}} class or characters with high poison ability can have a chance. &lt;br /&gt;
* {{t|Poisonous}} - unless you have {{s|HALPMEH}} or {{t|Poison Immune}}. &lt;br /&gt;
* {{t|Mana burn}} - unless you have {{t|Mana Burn Immune}}. &lt;br /&gt;
* {{t|Curse Bearer}} - unless you don't have some resists or damage reduction or have sufficient popcorns. &lt;br /&gt;
* {{t|Weakening}} or {{t|Corrosive}} - just no. &lt;br /&gt;
&lt;br /&gt;
If you are in a long fight, your maximum health and mana is not a big deal here. The important thing is the '''efficiency''' of regeneration and attack. Let's see some common examples and learn how to determine if you can win the fight (with minimum resources). The easiest method to estimate the efficiency is simply calculating the average damage done for each when a certain amount of tile is explored. &lt;br /&gt;
&lt;br /&gt;
== Example Situations ==&lt;br /&gt;
You may have lower attack and lower health regeneration than your target, but the mana regeneration fills the gap. Many glyphs can be used with these mana. &lt;br /&gt;
&lt;br /&gt;
{{s|BURNDAYRAZ}} is the standard glyph as it always spawns. Its damage alone seems below average, but its burning lowers targets' regeneration rate so it's not bad. &lt;br /&gt;
{{s|HALPMEH}} is actually very poor. But being the only glyph which directly heals you, high attack and resistances make this glyph much better than usual. &lt;br /&gt;
{{s|BYSSEPS}} has average damage per mana rate, However, you will need other glyphs because it can be only used once per hit, and health is mostly consumed faster than mana. So it's not an ideal glyph to use. &lt;br /&gt;
{{s|PISORF}} requires a lot of walls to use in chain, so most of the time you will use a fixed secondary target monster. Then the efficiency is bad. &lt;br /&gt;
{{s|APHEELSIK}} is literally made for regen-fighting, but since it is too great you will over-poison the target without help of other glyphs. &lt;br /&gt;
{{s|BLUDTUPOWA}} is a unique glyph which allows you to mana-regen-fight. This is below average for standard characters, but you can evade debuffs, {{t|Physical resist}} or a super strong attack. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BURNDAYRAZ}} ===&lt;br /&gt;
Since BURNDAYRAZ is the only glyph spawning in every run, this will be your main glyph used for regen-fighting. This glyph is good because leaving a {{t|burning}} stack will lower its health regeneration rate by 1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5 with 30 attack, the enemy is Lv6 with 40 attack. By exploring 6 tiles, &lt;br /&gt;
* You heal 5×6 = 30 health. That's 3/4 of an attack, so 30 × 3/4 = 22.5 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball. That's 20 damage, actually 21 if the burning pop damage is considered. &lt;br /&gt;
* The enemy heals (6-1)×6 = 30 health. &lt;br /&gt;
* All thing considered, 22.5 + 21 - 30 = 13.5 damage is done per six tiles. &lt;br /&gt;
It's positive so I win the battle, though its efficiency is around average. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, to show how resistances are superb on regen-fighting, let's consider the same situation with '''25% resists'''. Then the enemy's attack is effectively 30. &lt;br /&gt;
* You heal 30 health. That's one full attack, so 30 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball, that's 21 damage. &lt;br /&gt;
* Enemy heal 30 health. &lt;br /&gt;
* 30 + 21 - 30 = 21 damage is done per six tiles.&lt;br /&gt;
Now the efficiency became '''1.5× better!''' 25% resists may seem weak, but it's really a big deal. &lt;br /&gt;
If you stack another 25% resists on top of it, it becomes 36 per six tiles, being 2.7× better!&lt;br /&gt;
If you have full 65% resists (actually it's quite impossible for lv5 character but anyway) it becomes 58.5 per six tiles, being 4.3× better. &lt;br /&gt;
&lt;br /&gt;
=== {{s|HALPMEH}} ===&lt;br /&gt;
HALPMEH is actually a poor glyph without an improved melee ability. This glyph can also be a good choice when the enemy has low attack, or have {{t|Magic resist}}. Let's think about the same situation. &lt;br /&gt;
&lt;br /&gt;
By healing 5 tiles, &lt;br /&gt;
* You heal 25 health and 5 mana. HALPMEH is used once, so you heal 45 health in total. &lt;br /&gt;
* 45 health is 9/8 of an attack, so 30 × 9/8 = 33.75 damage. &lt;br /&gt;
* The enemy heals 6×5 = 30 health. &lt;br /&gt;
* So you are dealing 3.75 damage per five tiles. &lt;br /&gt;
Sadly, this fight will use up all of your blackspaces left. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you improved your melee ability by having 25% resists, &lt;br /&gt;
* 45 health is 3/2 of an attack, so 30 × 3/2 = 45 damage. &lt;br /&gt;
* Enemy health 30 health. &lt;br /&gt;
* You are dealing 15 damage per five tiles. Yeah... BURNDAYARAZ slightly wins. &lt;br /&gt;
If you stacked 50% resists, the damage done is 37.5 damage per five tile. Now HALPMEH is winning against BURNDAYRAZ.&lt;br /&gt;
Needless to say, full 65% resists make HALPMEH a great regen-fighting tool. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BYSSEPS}} ===&lt;br /&gt;
For 6 tiles revealed, {{s|BURNDAYRAZ}} does 4×(level)+7 damage. For standard character who boosted no base attack, 3 {{s|BYSSEPS}} does 3×(30%×5×(level)) = 4.5×(level) damage. So BYSSEPS is slightly weaker than BURNDAYRAZ, but its damage isn't that bad. If you are {{r|Orc}}, BYSSEPS overshadows BURNDAYRAZ in terms of damage. &lt;br /&gt;
&lt;br /&gt;
However, you can only use BYSSEPS once per attack. Your health bar can often tank 2-3 hits from the enemy, but it means only 2-3 shots of BYSSPES are usable, while your mana bar allows maybe 5 shots. The same rule applies for regen-fighting. If you should erode some resistances, that's great go ahead with BYSSEPS. If not, you will have to find other glyph to use spare mana, and when you find BURNDAYRAZ just use it instead. &lt;br /&gt;
&lt;br /&gt;
=== {{s|PISORF}} ===&lt;br /&gt;
When you are pushing a monster into a wall, the mana efficiency of {{s|PISORF}} is exactly same with {{s|BYSSEPS}}. So it's quite average, and if you are under {{g|Binlor}} this gives you piety. But when you don't have enough wall, you should find a stationary target to push it against. Then PISORF does only 48% of your base attack instead of 60% (often even less because of the damage is rounded down), making it very dissapointing glyph to use. &lt;br /&gt;
&lt;br /&gt;
=== {{s|APHEELSIK}} ===&lt;br /&gt;
This poison glyph is arguably the singlemost best glyph when you are doing a regen-fight. By simple calcaulation, you can completely stop the regen of a monster whose level is twice of you. Actually this glyph is too strong so that you will apply overflowing amount of poison to target. Generally {{s|BURNDAYRAZ}} is used with spare mana, but other glyphs all stand their chance because APHEELSIK is just too strong. To make things simple, let's just assume you have BURNDAYRAZ and burning isn't considered at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv8 with 50 attack. the enemy is Lv10 with 90 attack. &lt;br /&gt;
* Since the target's level is equal or less than twice of your level, its regeneration is completely halted. &lt;br /&gt;
* The monster will fully recover the poison by 80/10 = 8 tiles. &lt;br /&gt;
* Exploring 8 tiles will heal you 64 health points. That's 64/90 of an attack, 50×64/90 = ~36 damage is done. &lt;br /&gt;
* Exploring 8 tiles will heal you 8 mana points, but you need 5 mana to cast APHEELSIK. Spare 3 mana is half a fireball, which deals 16 damage. &lt;br /&gt;
* So 36 + 16 = 52 damage is done per 8 tiles. This is quite a good deal. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BLUDTUPOWA}} ===&lt;br /&gt;
{{s|BLUDTUPOWA}} makes you possible to kill some quirky enemies such as {{m|Wraith}}, {{m|Acid Blob}} or {{m|Naga}}. These three monsters all have reduced health so you don't even need to regen-fight normally. Often this glyph is used with {{s|BURNDAYRAZ}}, and actually it's the best since {{t|burning}} stack will give a huge boost to the damage done. You can usually win the battle with it. However, regen-fight with BLUDTUPOWA eats up too much blackspaces so it's not encouraged to use it too often. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5, and the enemy is Lv8. You are using {{s|BURNDAYRAZ}}. &lt;br /&gt;
* Also assume you start regen-fight with 4 burning stacks already on it. (You already used up 12 tiles by casting BLUDTUPOWA 4 times)&lt;br /&gt;
* For 3 tiles explored and 3 tiles consumed, you cast 1 fireball. First one deals 24 damage, and it grows to maximum 30. &lt;br /&gt;
* Since the enemy has lowered regeneration, it heals 7×3 = 21 health points. &lt;br /&gt;
* So first 6 tiles will do 3 damage, and second 6 will 4 damage, ..., to maximum 9 damage. &lt;br /&gt;
* If the enemy had 30 health left when 4 fireballs are cast, you need 30 blackspaces to completely kill it (by burn stack pop) and total 48 tiles(!) are used. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you purchased {{boon|Flames}} or {{i|Battlemage Ring}}, each fireball deals 5 more damage with the same situation. &lt;br /&gt;
* With same situation above, the enemy would only have 10 health left when 4 fireballs are cast. &lt;br /&gt;
* First 6 tiles will do 8 damage, and popping the burn stack will kill the monster. &lt;br /&gt;
* So you need total 18 tiles to completely kill it. That's super better. &lt;br /&gt;
The interesting situation comes when {{s|BLUDTUPOWA}} + {{s|APHEELSIK}} + {{s|BURNDAYRAZ}} are combined. You can completely stop its regeneration, use spare health to use BLUDTUPOWA, and kill it with BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv4, and the enemy is lv9. &lt;br /&gt;
* By exploring 5 tiles you can cast one APEELSIK to completely stop its regen. &lt;br /&gt;
* Use up 5 more blackspaces to convert health into mana, and that's 5/6 fireball, which deals at ~14 to ~17 damage. &lt;br /&gt;
17 damage per 10 blackspaces isn't bad, and it's at least positive. Normally a lv4 character stands no chance against lv9. Boosting your spellcasting power further improves the efficiency. &lt;br /&gt;
&lt;br /&gt;
== Interesting Classes ==&lt;br /&gt;
Some classes have special ability to regen-fight. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Monk}} ===&lt;br /&gt;
The Monk class is the king of regen-fighting, having high {{t|Physical resist}} and double health regeneration. In most cases the Monk class uses {{r|Orc}} race. The Monk can win any proper monster when enough blackspaces are given. &lt;br /&gt;
&lt;br /&gt;
Orc Monk does not have a poor base attack, and regens very fast to use BYSSEPS enough. And since the health is fully healed too fast, Orc Monk has a problem keeping the burn stack. Mixed use of BURNDAYRAZ and BYSSEPS is a good choice, but BYSSEPS alone can be an effective glyph. &lt;br /&gt;
&lt;br /&gt;
Monk can use {{s|BLUDTUPOWA}} effecively since he recovers double health from exploring, which can be converted into mana. Though it's a viable choice against some monsters, you should conserve blackspaces as they are critical resources for the Monk class. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Gorgon}} ===&lt;br /&gt;
The Gorgon is another good regen-fighter. The Gorgon needs additional bonus damage to be strong. Since her poisoning ability is great, {{s|APHEELSIK}} or {{i|Venom Dagger}} has only a little use. Also {{s|BURNDAYRAZ}}'s regeneration lowering is not very charming, though it's still good with {{s|BYSSEPS}}. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Chemist}} ===&lt;br /&gt;
The Chemist has two special forms, health form and mana form. &lt;br /&gt;
&lt;br /&gt;
Health form is equal to having 25% better {{s|HALPMEH}}, just like the {{c|Paladin}}. But since he has no natural damage and HALPMEH isn't an attractive option for regen-fighting, it's generally not good. You need a descent boost of attack power and resistances to be more effective than just using the mana. &lt;br /&gt;
&lt;br /&gt;
However, Mana form is good. It's equal to having '''100% better''' {{s|BLUDTUPOWA}}, as it does not consume additional tiles. If he finds {{s|APHEELSIK}} mana regen-fight becomes really efficient. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
The Rat Monarch is a special class. The damage done gradually grows, and the Rat Monarch can win just anybody when enough blackspaces are given. {{s|HALPMEH}} helps stacking corrosion stacks, but isn't very good for landing a killing blow. {{s|PISORF}} doesn't do good damage unless you stacked a huge amount of corrosion. {{s|BURNDAYRAZ}} is often the best glyph in final blow, and {{s|APHEELSIK}} is somewhat overshadowed by BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
One interesting glyph is {{s|CYDSTEPP}}, which allows the Rat Monarch to stack corrosion stacks to a big monster such as bosses. This glyph doesn't help to regen-fight for other classes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56857</id>
		<title>Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56857"/>
				<updated>2018-12-27T06:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Gorgon.png]][[File:Gorgon Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see {{mM|Gorgon}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+5% {{t|Death-gaze}}&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;AZURE BODY: Starts with 25% Physical resistance, Death Gaze Immune, -50% bonus damage&amp;amp;#10;SAPPHIRE LOCKS: Natural Poisonous:5 strike, petrifies enemies, starts with the ENDISWAL glyph&amp;amp;#10;AMETHYST STARE: Starts with Death-gaze 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health&amp;amp;#10;&amp;amp;#10;Gorgons gain +5% Death-gaze for every 100 Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|AZURE BODY}}: Starts with 25% {{t|Physical resist}}, {{t|Death Gaze Immune}}, -50% bonus damage&lt;br /&gt;
;{{a|SAPPHIRE LOCKS}}: Natural {{t|Poisonous}}:5 strike, petrifies enemies, starts with {{s|ENDISWAL}} glyph&lt;br /&gt;
;{{a|AMETHYST STARE}}: Starts with {{t|Death-gaze}} 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health.&lt;br /&gt;
|Conversion=5% {{t|Death-gaze}} per 100 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Naga City}} with 3 [[Classes]]&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the [[regen-fighting]] strategy, and they both have naturally bad damage. Gorgons don't have reduced base damage but bonus damage is much lower. However, with the right items the Gorgon should negate their bonus damage penalty and then some.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about Gorgons are their intrinsic poison attacks granted by {{a|SAPPHIRE LOCKS}}. Combined with their natural physical resistance, Gorgons are able to tackle higher level enemies, using poison to come out ahead in trades. Combining this with their death gaze immunity means enemy Gorgons are easy prey (as ironic as that might be for a mirror match).&lt;br /&gt;
&lt;br /&gt;
Confusingly, the Gorgon class's Deathgaze skill differs from the one that enemy monsters have. Both versions trigger when the enemy is below the Deathgaze% threshold at the start of the attack, but the player's Deathgaze does not instantly kill. Instead, the player's Deathgaze is a free attack that inflicts damage equal to the player's base attack before the enemy strikes. This often finishes them off, preventing retaliation.  This is NOT affected by {{i|Platemail}}, making it a great item to buy or even prepare that has great synergy with poison. &lt;br /&gt;
&lt;br /&gt;
The Deathgaze skill doesn't scale quite as well as the other monster class's CP bonuses do, but the CP investment can make a difference all the same - it's just one option, where a {{c|Vampire}} or {{c|Rat Monarch}} would be crazy not to go conversion-heavy.  At 10% Deathgaze, the skill is strictly a finishing attack for edge cases.  With some CP investment, Deathgaze becomes a much more reliable First Strike alternative. It takes a moderate-to-large CP investment to be able to use Deathgaze two or more times in a single fight, and the scaling pays off especially well against Super Meat Man, who can be brought into Deathgaze range with {{i|Can of Whupaz}} and other potions before you continue, regen-fighting for the rest.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that Gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}, but not bosses. The Gorgon does begin with {{s|ENDISWAL}}, but the net effect is that the Gorgon often has to spend 6 mana to progress further. This means the Gorgon needs to conserve mana and/or blackspace when playing in cramped areas, which is sometimes easier said than done. The glyph makes it easier to reach hidden subdungeons, and the Gorgon does well with {{g|Binlor Ironshield}} on levels such as {{d|Shifting Passages}}, {{d|Rock Garden}}, and {{d|The Labyrinth}} where you would want to destroy a large number of walls regardless. Petrified enemies do leave blood pools but they're only accessible after the statue is destroyed. This means Gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.  Depending on your worship plans, you may wish to break statues for blood pools mid-game.  Barring that, you should break walls that either make additional blackspace accessible in the late game, or that help you get past blockages.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Gorgons are a bit complicated. Several considerations need to be made when sorting out monster difficulty.  Very few monsters are at one extreme or the other.&lt;br /&gt;
&lt;br /&gt;
Enemies should be non-undead (so that poison works), deal physical damage, and have irrelevant perks compensating for lowered stats.  Magic resist is a minor consideration, while physical resistance is often a larger concern.  Status ailments are to be avoided.  Some of the most common foes are listed below in roughly increasing order of difficulty by paragraph.&lt;br /&gt;
&lt;br /&gt;
{{m|Gorgon}} is the easiest monster to kill for bonus experience.  Deathgaze immunity and your own Deathgaze negates their Deathgaze and First Strike skills.  {{m|Meat Man}} is about equally attractive as a target, as well as {{m|Goat}}, whose moderate magic resistance keeps it from being even easier.  Whenever you have {{s|HALPMEH}} to clear out poison, {{m|Serpent}} joins this tier.&lt;br /&gt;
&lt;br /&gt;
{{m|Goblin}}'s First Strike is bypassed by Deathgaze, so they are also decent regen-fighting targets, but not quite top-tier due to their good damage.  Similarly, {{m|Golem}} has enough magic resistance to be of a similar tier, unless you have {{s|PISORF}} or {{s|HALPMEH}} to make the fight easier.&lt;br /&gt;
&lt;br /&gt;
A high-level {{m|Bandit}} is weak enough to regen-fight easily, but requires a large amount of popcorn to remove the curses.  This can be done once or maybe twice in a run with proper planning after better targets are gone.  A high-level {{m|Goo Blob}} is doable, but will cost a ton of blackspace, and {{s|BURNDAYRAZ}} is needed to leverage the poison strike into a winning damage trade - don't forget to leave a stack of Burning on while you explore.&lt;br /&gt;
&lt;br /&gt;
No single enemy is a perfect storm of troubling traits, but several are mostly bad targets. {{m|Dragon Spawn}} does magic damage and is tanky, but can be poisoned. {{m|Zombie}} is a powerful brawler and undead, but deals physical damage. These two are probably the worst threats. {{m|Wraith}}s are undead and magical, but are susceptible to fireballs+Deathgaze at a certain point, making Mana Burn irrelevant. {{m|Warlock}}s are slightly harder - poison susceptibility doesn't make up for their increased damage and higher health compared to a {{m|Wraith}}, but they still die to fireballs more easily than a {{m|Dragon Spawn}}.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to Gorgons. {{s|IMAWAL}} synergizes with the Gorgon very well because of their playstyle depending on facing higher level enemies - popping an {{s|IMAWAL}} before killing a high-level Goblin or Gorgon will be well worth the 5 mana. An early {{s|BURNDAYRAZ}} is an important tool for Gorgons, since it maximizes their damage and varies the damage type, and also gives her something to do with mana when fighting against magic enemies (though you are still not making any use of your base 25% physical resistance and should prioritize something else for high-level kills regardless). Adding a few fireballs after poisoning will take down high-level enemies faster and stretch the poison duration a bit longer with burn stacks. {{s|BLUDTUPOWA}} can be useful for Gorgons if it costs less life than the damage prevented by {{s|ENDISWAL}}, or if it enables a {{s|BURNDAYRAZ}}/Deathgaze finishing combo. {{s|HALPMEH}} tends to be more combat-efficient than {{s|ENDISWAL}}, and it can negate poison, turning {{m|Serpent}}s into easy experience similar to {{MM|Gorgon}}s. It is more efficient than {{s|BURNDAYRAZ}} for fighting low-damage physical enemies like {{m|Meat Man}} or magic-resistant enemies like {{m|Golem}}.&lt;br /&gt;
&lt;br /&gt;
Some glyphs come out a bit flat. {{s|GETINDARE}} is somewhat eclipsed by Deathgaze, so first strike only occasionally makes a difference - the dodge chance is of some benefit, but has to be weighed against glyph's inventory space and CP value.  Similarly, {{s|PISORF}} is semi-redundant with {{s|ENDISWAL}}, functioning only as a physical damage source when you would typically prefer to regen fight using mana for fireballs and stoneskin anyway - only 2-for-1 {{s|PISORF}} billiards enthusiasts need apply here.  {{s|APHEELSIK}} isn't useless, but is probably outclassed by {{s|HALPMEH}} or {{s|BURNDAYRAZ}}; it can occasionally optimize your resources mid-fight if you have the extra inventory for it. {{s|CYDSTEPP}}'s ability to buy a single attack with low bonus damage isn't much of a winning proposition, either, unless you have a high enough CP total to chain two Deategazes back-to-back.  The glyph itself holds much of the CP that you need to accomplish this in the first place, though.  Cast-and-convert is a strong option here.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best gods for a Gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a Gorgon, {{boon|Stone Form}} is the best boon a Gorgon could ever ask for. There is never a shortage of ways to break walls as a Gorgon, so gaining piety is no sweat.  You can even pop tons of statues with {{boon|Stone Heart}} to aid a late conversion to {{g|Dracul}} or {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} has useful boons and can easily be fueled by the always-spamable {{s|ENDISWAL}}. Whether you rely on stoneskin, fireballs, or a combination, {{boon|Mystic Balance}} and {{boon|Refreshment}} are welcome aid (but {{boon|Flames}} is niche at best and {{boon|Weakening}} is only occasionally worth the piety).&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} helps with the Gorgon's low damage and his armor synergizes well with the Gorgon's innate physical resistance. Constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  Alternatively, a late-game death protection spike is possible if you spend your mana, convert to Taurog, clear out the popcorn, convert glyphs for piety and CP, and then proceed to land multiple Deathgaze attacks on the last boss.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for {{boon|Plantation}}, as the Gorgon's starting {{s|ENDISWAL}} ensures she won't find herself stuck, and {{boon|Greenblood}} and {{boon|Vine Form}} are strong with the Gorgon's slant towards fireballs and regen fighting, and her end-game piety and mana spike can be significant if you've been prioritizing statue-breaking mid-game.&lt;br /&gt;
&lt;br /&gt;
Similarly, {{g|Dracul}} can be worth it for {{boon|Blood Shield}} alone, and {{t|Sanguine}} is useful to the extent that you can access the pools. {{t|Life steal}} is a mixed bag, since you deal low damage, but apply poison to your blood cows.&lt;br /&gt;
&lt;br /&gt;
The only really unusable deity is {{g|Glowing Guardian}} due to his hatred for poison.  {{g|Tikki Tooki}} is also problematic, since he is not a huge fan of regen fighter strategies.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means that the  {{i|Perseverance Badge}} and {{i|Dwarven Gauntlets}} are excellent items for Gorgons. The {{i|Battlemage Ring}} is a good option for a caster strategy.  {{i|Whurrgarbl}} synergizes with poison strike, and {{i|Platemail}} synergizes with the entire regen fighting scheme while not interfering at all with Deathgaze in its function as a first-strike finishing move.  {{i|Witchalok Pendant}} lets you regen-fight non-magical monsters much more efficiently. {{i|Martyr Wraps}} are also decent, even if the Monk uses them better.&lt;br /&gt;
&lt;br /&gt;
You can make a spellcasting Gorgon with {{i|Avatar's Codex}} and {{g|Mystera Annur}}. Since Gorgon has innate first strike which does not depend on your damage bonus, you can have a special first strike that ignores monster's first strike and your -100% (!) damage bonus from the class trait and {{boon|Flames}}. Two-three fireballs and death gaze is usually enough to kill the enemies. The drawback is that your normal attack power becomes negligible so it makes you unable to mop popcorn without BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
There is known bugs with deathgaze and {{t|Life steal}}. Lifesteal does not occur at deathgaze, but when it kills enemy lifesteal applies for the deathgaze attack. The first bug is the deathgaze-lifesteal can steal more life than HP left on the enemy in this situation. &lt;br /&gt;
&lt;br /&gt;
The second bug is when the enemy had {{t|Death Protection}}. The prediction box thinks lifesteal will apply to the deathgaze attack, but since the enemy does not die, lifesteal does not occur. This makes a discord between the prediction and actual situation. This wrong prediction could say safe even the actually result is going to be death, and may end the run. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Token&amp;diff=56856</id>
		<title>Vicious Token</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Token&amp;diff=56856"/>
				<updated>2018-12-27T05:49:17Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Effective Approaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vicious Badge.png]] Vicious Token (VT) is a preparation and a badge that incredibly increases dungeon's difficulty. &lt;br /&gt;
&lt;br /&gt;
==Unlock and Use==&lt;br /&gt;
After you beat the [[Quests#Oh, Horatio!]] quest, you will unlock this badge. You can prepare this whenever you go into a dungeon for the price of {{gold|20}}. This preparation makes the dungeon ignore its difficulty modifier and set all monsters' attack 160% and health 200%. If you beat the dungeon with Vicious Token, you will earn Vicious [[Badge]] and additional {{gold|300}}. If it's your first time to beat the dungeon with Vicious Token, you will get another {{gold|200}} as well. &lt;br /&gt;
&lt;br /&gt;
To rainbow a dungeon, you also need to get the Vicious Badge as well as other badges.&lt;br /&gt;
&lt;br /&gt;
==What's the difference?==&lt;br /&gt;
You would see that same level's same monsters have different stats in different dungeons. It's because each dungeon offers a different difficulty modifier. However, it is now ignored and you can now see same level's same monsters have all same stats in all dungeons with Vicious Token. Here's the monster's stats. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base → Vicious Attack&lt;br /&gt;
!Base → Vicious Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 → 4 || 6 → 12&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 → 11 || 15 → 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 → 19 || 26 → 52&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 → 28 || 39 → 78&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 → 40 || 54 → 108&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 → 52 || 71 → 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 → 67 || 90 → 180&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 → 83 || 111 → 222&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 → 100 || 134 → 268&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 → 120 || 159 → 318&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To see the stats of bosses with Vicious Token, see [[Bosses]]. &lt;br /&gt;
&lt;br /&gt;
As you can see, n-th level monster now has higher attack power and health than (n+1)-th level monster have had. It is extremely hard to kill 2 level higher monster without a level catapult, and 1 level higher monster is also very difficult. While this might seem just a flat number trick, this makes various problems. &lt;br /&gt;
&lt;br /&gt;
* '''Can't kill level 2 monster'''&lt;br /&gt;
You start with 10 health, and level 2 monster have 11 attack. If you want to tank a hit without purchasing boons or so, you need to find 2 health boosters. The blackspace cost is too much if you intend to find those. After you find some health increasing items, health boosers, or source of resistances you would be able to tank hits. But even if you find a way to tank a hit, it is usually not easy to kill a level 2 monster. Prior to find a way you should waste a lot of resources. A good example eliminated by the Vicious token is {{OrRo}} of {{g|Taurog}} approach which become almost useless. You can instead start to kill level 1 monsters, but you will soon find yourself in shortage of XP. &lt;br /&gt;
&lt;br /&gt;
* '''Can't tank Bosses' hit'''&lt;br /&gt;
The stat of a standard boss is 120/636. A level 9 character's health is usually 1.3 × 90 = 117, so even a level 9 character can't tank a hit. Aequitas (180 attack) or Bleaty (360 attack) is especially dangerous. Even if you somehow reached level 10 and have 130 health, you need 65% full {{t|Physical Resist}}, or 4 {{t|Stone Skin}}, to tank Bleaty's hit. Aequitas has {{t|magical attack}} so stone skin doesn't even work. Some special bosses such as Rex or The Avatar also deals a superior damage. &lt;br /&gt;
&lt;br /&gt;
* '''Special subdungeons become harder than expected'''&lt;br /&gt;
All vicious dungeons except one have their bosses at a special subdungeon. Vicious dungeons have high enough difficulty modifier and thus gets a minor bonus to monsters. However, the subdungeon's difficulty modifier is lower than the main dungeon level, and every monster in the subdungeon gets higher difficulty modifier. This makes vicious dungeons harder than expected. {{d|Vicious Steel}} has bosses at the main dungeon level, and thus is easier than other double-vicious dungeons. {{d|Vicious Gaan-Telet}} is somewhat special in this manner; this dungeon has increasing difficulty modifier, so the former part of the dungeon run becomes significantly harder while the later part is not.&lt;br /&gt;
&lt;br /&gt;
==Effective Approaches==&lt;br /&gt;
If you don't regen-fight, monster's total difficulty is its attack power multiplied by health pool. But since the monster stats are reinforced too much, bursting damage from your health pool without regeneration is practically not powerful enough to kill your target. Striker/tank characters such as {{c|Warlord}} or {{r|Dwarf}} loses its ability here. Though being very hard, carefully refined striker or tank or even a hybrid is certainly able to wipe VT. &lt;br /&gt;
&lt;br /&gt;
Specialized caster build won't use normal attacks very much, and they can largely ignore monsters' attack power. However, out of {{c|Chemist}} or characters with {{s|BLUDTUPOWA}} or {{s|APHEELSIK}}, casters cannot effectively regen-fight. Its bursting damage is somewhat similar to Striker or Tank style and thus enlarged health pool could make a monster out of the target. You will need a lots of mana refills so be prepared. Still some specialized caster apporach can rock in VT. &lt;br /&gt;
&lt;br /&gt;
Regen-Fighter will want to get as high resists as possible. Stacking resistances is by far the only effective way to solve both problems: being able to tank one hit, and increase your regen-fight ability. This makes some gods worth preparing, and {{i|Dragon Shield}} is somewhat an auto-preparation for regen-fighters aiming VT. &lt;br /&gt;
&lt;br /&gt;
Unlike non-VT run, you can't always have proper higher level targets. Having another method to get some bonus experiences is a very good idea. Taking {{g|Tikki Tooki}}'s {{boon|Tikki's Edge}} boon, preparing or buying an {{i|Amulet of Yendor}}, being a {{r|Goblin}} are all a great move. {{i|Balanced Dagger}} is exceptional at this, but {{i|Amulet of Yendor}} is almost always better if you can widthstand your budget problem. It is completely possible to plan to earn all bonus experiences from something other than killing higher level enemies. {{GoAs}} of Tikki Tooki is a good example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=56855</id>
		<title>Binlor Ironshield</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=56855"/>
				<updated>2018-12-25T06:36:52Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Binlor Ironshield&lt;br /&gt;
|ShortHand=BI&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Free {{s|PISORF}}&lt;br /&gt;
* {{Piety|+1}} per 10 revealed tiles on the main dungeon level&lt;br /&gt;
|Punishment=&lt;br /&gt;
* Lose 50% resistances&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Erodes 30% of the level's walls&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
 &lt;br /&gt;
*Destroy a wall/petrified monster:&amp;amp;nbsp;{{piety|+5}}&lt;br /&gt;
&lt;br /&gt;
*Cast&amp;amp;nbsp;{{s|BYSSEPS}}:&amp;amp;nbsp;{{piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Gain a level:&amp;amp;nbsp;{{piety|-10}}&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|IMAWAL}} on an empty square:&amp;amp;nbsp;{{piety|-5}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Stone Soup}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|35}}&lt;br /&gt;
:'''Effect:''' Spawns {{s|ENDISWAL}} near the altar&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Skin}} {{MultipleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|15}}&lt;br /&gt;
:'''Effect:''' Destroys 3 nearby wall segments&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
:3 ranks of {{t|Stone skin}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Form}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|25}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:Grant {{t|Stone form}}&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Fist}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|40}}&lt;br /&gt;
:'''Effect:''' Destroys 20 nearby wall segments&lt;br /&gt;
:+50% {{t|Knockback}} damage&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Heart}} {{MultipleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|10}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:lower all enemy [[Resistance]]s on current dungeon level by 5%&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an {{s|ENDISWAL}} glyph. Once you mine a few walls, you reach some [[gold]]. Don't fall for it, keep mining to reach his altar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Soup}} ===&lt;br /&gt;
You get a 0 CP {{glyph|ENDISWAL}} glyph. If you've prepped Binlor and the map is full of impassible tiles, this can help you with moving around the map. It can also help set up {{s|PISORF}} kills. Otherwise, if you can afford it, you can convert a regular {{s|ENDISWAL}} Glyph for CP. There are other tricks to it, and it's still a fully functional {{s|ENDISWAL}} if you need it.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Skin}} ===&lt;br /&gt;
This is Binlor's main spiking boon. Activating it takes your physical resist almost to the maximum, and also activates the Stone Form buff. If you have taken {{boon|Stone Form}} and {{boon|Stone Fist}}, each activation of {{boon|Stone Skin}} lets you hit for +70% damage at almost the lowest possible health cost against opponents with Physical Damage, as long as you're knocking the opponent into a wall or a monster. If you can keep it up and refill health with, say, potions, or simply have a large enough health pool you can destroy bosses with it even if you have no natural physical resistance.&lt;br /&gt;
&lt;br /&gt;
Spamming stone skin is very efficient way to farm {{t|Magic resist}}. While it costs slightly more than {{boon|Body Pact}}, it helps you to kill tougher enemies in the leveling phase. With {{i|Dragon Shield}} it's entirely possible to get to 65% magic resistance. If you are worshipping Binlor just to farm magic resistance, you don't need any other boons than this one and {{boon|Stone Soup}}. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Form}} ===&lt;br /&gt;
A boon that buffs your damage. It is activated whenever a wall is destroyed, even if this is done by a monster or by the activation of one of Binlor's boons. You can trigger it easily with repeatable uses of {{boon|Stone Skin}}, {{s|PISORF}} use, knockback into walls, or using the {{s|ENDISWAL}} glyph. The damage boost doesn't stack with {{s|BYSSEPS}} or any other source of {{t|Might}}. The only exception is the {{c|Chemist}} and Binlor's {{t|Might}} can stack with following {{s|BYSSEPS}} castings, which means a chemist with 16MP could stack 5 layers of {{t|Might}}.&lt;br /&gt;
&lt;br /&gt;
In {{d|Vicious Gaan-Telet}}, stone form is sometimes the only way to erode Horatio's resistances, making Binlor an attractive deity.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Fist}} ===&lt;br /&gt;
Another boon that buffs your damage, provided you're knocking your target into other monsters or walls. You should probably aim for this first, as it allows you to farm piety without using mana. Also synergizes with {{boon|Stone Form}}, provided you didn't remove all the walls. &lt;br /&gt;
&lt;br /&gt;
Because this boon provides enourmous damage bonus (+50% on walls, +40% on monsters) {{r|Orc}} become a great choice for Binlor. {{c|Rat Monarch}} or {{c|Gorgon}} classes enjoy this boon more than anyone else. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Heart}} ===&lt;br /&gt;
Removes some resists from revealed enemies. Somewhat situational, but it also triggers {{boon|Stone Form}}. Because it costs too many walls to consistently purchase, it does not work nicely to remove resistances, or grant {{t|Magic resist}} to you. Only a few shots would be managible for these purposes. Stone heart is best used if you need to remove a lot of walls for little piety on cramped maps, or if you plan to just convert out.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
&lt;br /&gt;
Binlor deducts 50% from your resistances when you desecrate his altar or otherwise anger him. If you had 65% resistance, then you will have 15% after the desecration. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you.  While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.&lt;br /&gt;
&lt;br /&gt;
== Approaches ==&lt;br /&gt;
&lt;br /&gt;
There are several ways to play Binlor.&lt;br /&gt;
&lt;br /&gt;
1) '''Straightforward Melee Guy''' - Binlor gives out big damage, and is easy to farm piety with. Jump in, use {{s|PISORF}} to farm up the {{boon|Stone Fist}} (or have knockback by prepping the {{i|Bear Mace}}), then {{boon|Stone Form}}, mind the punishment as you level up (or desecrate something for a few indulgences), kill the boss with {{boon|Stone Skin}} spam, or spam {{boon|Stone Skin}} while you level to get your magic resistance up.&lt;br /&gt;
&lt;br /&gt;
It works rather well with {{r|Halfling}}, {{r|Orc}}, {{r|Dwarf}}, {{r|Human}} and {{c|Half-Dragon}}, and is really straightforward. The total damage boost is huge, especially if you prep or have {{i|Bear Mace}}, and {{boon|Stone Skin}} resists mean almost maximum physical resistance for your hits. Otherwise you're bound to accumulate plenty of magic resistance.&lt;br /&gt;
&lt;br /&gt;
For a more advanced approach, you can just farm the damage boons and then either swap to another god while you level up (and possibly pick up some perks there) and then return for the {{boon|Stone Skin}}. Otherwise, if you're not naturally resistant, you can just grab the damage boons, level up while generating very little piety, get punished several times, and still be able to acummulate enough piety for spamming {{boon|Stone Skin}} for the boss.&lt;br /&gt;
&lt;br /&gt;
2) '''The very powerful Hybrid''' - Binlor's boons make anyone into a powerful melee fighter, but, unlike {{g|Taurog}}, he doesn't clog up your inventory or discourage glyph use. Quite the opposite. This lets a hybrid character with spellcasting capability to either suplement his magic with melee or vice versa - relocating targets during the fight to get more out of {{t|Knockback}}, healing or buffing yourself, using {{s|PISORF}} for positioning, damage and activating {{boon|Stone Form}} and getting {{boon|Stone Skin}} Piety at the same time, using {{s|APHEELSIK}} to heal up between {{boon|Stone Skin}} hits... It's probable that he punishes level ups to prevent hybrid use getting out of hand, because a Binlor character can get a ton out of both his health and his mana pool being refreshed when you level up mid-fight.&lt;br /&gt;
&lt;br /&gt;
{{c|Paladin}} is the most obvious beneficiary, since he can sidestep the punishment entirely. {{c|Thief}}, {{c|Sorcerer}}, {{c|Berserker}} or any hero who has a spellcasting race and a melee class or vice versa can be an excellent Binlor worshipper. &lt;br /&gt;
&lt;br /&gt;
3) '''Magic Resist Farmer''' - A very powerful, if somewhat tedious, strategy is to squeeze the map for every last bit of Binlor piety and, after grabbing the damage boons asap, spam {{boon|Stone Skin}} like mad just to get your {{t|Magic resist}} as high as you can. The {{c|Paladin}} is especially notorious for this because he can't get punished so he can stick in Binlor, but it works with anyone at all. Since Binlor is easy to farm piety with, you can just do this at L1 and swap out into another God with big magic resists, and a lot of conditional damage. You won't have much blackspace, but you might not need it, or you might be playing a map with a lot of late game blackspace (such as many Vicious Dungeons, where this is one of the strongest approaches with several classes).&lt;br /&gt;
&lt;br /&gt;
4) '''The PISORF:Magnet''' - Since Binlor gives you the {{s|PISORF}} glyph if he's the first god you worship, anyone looking to use that Glyph will likely prep his altar just for that and probably not need any other boon. You then just go around using your {{s|PISORF}} to get piety while you explore and swap off into another god at either {{piety|50}} or more. Since you don't plan to melee the boss, you can then probably safely desecrate his altar for {{piety|30}} more and 3 indulgences with your new God.&lt;br /&gt;
&lt;br /&gt;
{{c|Wizard}}, {{c|Bloodmage}}, {{c|Fighter}}, {{c|Assassin}} and anyone else looking to use {{s|PISORF}} strat love this.&lt;br /&gt;
&lt;br /&gt;
5) '''The Piety Farm / Map Hack''' - Binlor can be prepped (or picked up early on) just for  the fact that taking his boons removes walls from the level. This is handy on mazy maps like the {{d|The Labyrinth}} even if you never get any use out of his boons or if you're not looking to be a {{s|PISORF}} specialist.&lt;br /&gt;
&lt;br /&gt;
== Strategy == &lt;br /&gt;
&lt;br /&gt;
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump {{t|Magic resist}}, the best boon being {{boon|Stone Heart}}, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use {{boon|Stone Skin}} before every hit. This is especially nice if you already have {{boon|Stone Form}} as it will give you resists and {{t|Might}}. If you are going to convert off, rack up {{piety|100}}, take 5-10 {{boon|Stone Heart}} to kill monster resistances, and then rack back up {{piety|100}} to convert in. Remember, if you are in a level without a lot of walls, don't use too many {{boon|Stone Heart}}s as you might run out of walls to convert.&lt;br /&gt;
&lt;br /&gt;
With {{s|BLUDTUPOWA}} or {{i|Rock Heart}} at your disposal, Binlor can generate absolutely massive quantities of piety.  In fact, you're more likely to run out of walls to destroy than anything else.&lt;br /&gt;
&lt;br /&gt;
Binlor also has a strong synergy with attacks that cause {{t|Knockback}}, such as if your character is a {{c|Half-Dragon}} or has a {{i|Bear Mace}}.  With {{boon|Stone Form}} and {{boon|Stone Fist}}, every attack in which you can bash the target into a wall will give you {{t|Might}}, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with {{s|ENDISWAL}}) will help you survive any retaliation.  If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.&lt;br /&gt;
&lt;br /&gt;
If you plan on staying with Binlor, desecrating a {{g|Mystera Annur}} is usually well worth the negatives. Since Binlor's only chance of punishing you is a {{piety|-10}} on level up, you effectively earn {{piety|+55}} on any desecration. Mystera's punishment is +15% resistances to all enemies, and you can nullify this with 3 uses of {{boon|Stone Heart}} (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.&lt;br /&gt;
&lt;br /&gt;
Binlor is an extremely safe deity to convert to in the endgame, if you would otherwise be dealing with an unmanageable amount of piety fines (e.g. a {{g|Glowing Guardian}} worshiper who has a large stock of potions).  In this respect, he is second only to {{g|The Earthmother}}.  Even if you have no way of generating more piety with him, he can be worth converting to at L10 for a last-minute boon and a boss fight free of divine restrictions on your behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56854</id>
		<title>Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56854"/>
				<updated>2018-12-19T20:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Likes and Dislikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Tikki Tooki&lt;br /&gt;
|ShortHand=TT&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
*Free {{s|GETINDARE}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
*Lowers {{t|Dodge}} chance by 100% and Poison Strike. All monsters on all dungeon floors gain {{t|First strike}} and {{t|Weakening blow}}&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
*All damage taken will incur a piety penalty.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Kill an XP-valuable enemy who is lower-level than you: {{Piety|+5}}.&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack from any enemy: {{Piety|+3}}&lt;br /&gt;
&lt;br /&gt;
*{{t|Poisoned}} an enemy: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WONAFYT}} glyph: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WEYTWUT}} glyph: {{Piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Take more than one hit from a monster: {{Piety|-3}} per hit&lt;br /&gt;
&lt;br /&gt;
*Trigger a death protection: {{Piety|-10}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Tribute}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': 15 gold &lt;br /&gt;
:'''Effect''': Gain {{Piety|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Tikki's Edge}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25 (+25)}}&lt;br /&gt;
:'''Effect''': Grants you {{t|Learning}}, gaining +1 additional experience from all kills, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Dodging}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}&lt;br /&gt;
:'''Effect''': Increases your chance to {{t|Dodge}} by 10%, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Poison}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|15 (+10)}}&lt;br /&gt;
:'''Effect''': Grants you 1 level of {{t|Poisonous}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Reflexes}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|35}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Spawn one {{i|Reflex Potion}} &amp;amp; {{i|Quicksilver Potion}} near the altar.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is the trickster serpent god. He has a particular soft spot for gold, accepting it as tribute and granting it to faithful followers. This makes him quite versatile both for purist runs (where gold is in short supply) and with heavy preparations (where you often have more than you can spend). He can also be of help to those seeking to fuel items which consume gold for activating their abilities, such as {{i|Crystal Ball}} or {{i|Alchemist Scroll}}. However, if you are out of piety you will be drawed into a endless downward spiral, and your run will be ended with his powerful punishment. &lt;br /&gt;
&lt;br /&gt;
The most experienced users can attest to the power of TT when used as the key element in outrageous combinations which can lead to boss kills at lvl 1. On a less outrageous note, the fact that he lets you turn gold directly into piety enables some of the most advanced resource management antics in the game.&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is uncovered in the south in a small subdungeon where you must defeat a form-changing imp without getting hit by it in return several times.&lt;br /&gt;
&lt;br /&gt;
== Likes and Dislikes ==&lt;br /&gt;
Tikki Tooki gives {{piety|+5}} for killing monsters that are lower level than you. He awards successful dodges ({{piety|+3}}) and use of the {{s|WEYTWUT}} and {{s|WONAFYT}} glyphs ({{Piety|+1}}). He also awards you {{piety|+1}} every time you poison a monster for the first time. You can also gain piety from him by using {{boon|Tribute}}, which gives you {{piety|+10}} for {{gold|15}}.&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki punishes you for getting damaged by monsters more than once, so you get {{piety|-3}} every time you get hit by a monster after the first. This dislike can be avoided even if you join him early, by fighting higher-level monsters with the help of damage-dealing glyphs and {{t|First strike}} or {{t|Slowed}}, or some magics. If you don't get damaged, the piety penalty will not occur. &lt;br /&gt;
&lt;br /&gt;
He also dislikes using a {{t|Death Protection}}, which he punishes with {{piety|-10}}. He won't punish the act of acquiring a death protection, but he will punish using it up. This can lead to a rare situation where you get hit by a monster for the second time and expend a death protection, which causes you to lose {{piety|13}} &amp;quot;at once&amp;quot;. {{t|Indulgence}}s works good to prevent the piety loss due to death protections. &lt;br /&gt;
&lt;br /&gt;
'''Preparation Penalty''' - His preparation penalty makes him punish you with {{piety|-3}} every time you get hit. His preparation penalty can be really difficult to get around, and is widely considered to be the most taxing one. It requires you to be even more careful about fighting tough opponents. Even with your {{s|GETINDARE}}, you should kill your enemy in one shot to avoid piety loss. Compare this with the fact that you are allowed for two shots without preparation penalty. First strike popcorns are not obvious, and you will be punished to kill them when you have less then {{piety|2}}. Still, some cray builds can afford this penalty. Plant-cleaning antics are still viable. &lt;br /&gt;
&lt;br /&gt;
'''Punishment/Desecration Penalty''' - If your piety drops below zero, or if you desecrate his altar, he will give every monster {{t|First strike}} and {{t|Weakening blow}}, which is a severe punishment. Moreover, he will lowers 100% of your {{t|Dodge}} and remove all {{t|Poisonous}} should you have it. Considering that he actually has very few ways to lose piety with, it is easier to avoid than it seems. If you are left with no exploration or lower-level monsters, you can lock yourself into a downward spiral of piety loss which can be really hard to get out of. In the situation where this would cost you a win, the solutions are {{boon|Tribute}}, desecration of another altar, and {{boon|Consensus}}. Punished by Tikki Tooki will make every monster have {{t|First strike}}. This will be applied ON TOP of the slowed monsters, allowing them to strike first even though they are slowed.&lt;br /&gt;
&lt;br /&gt;
Desecrating TT's altar should be avoided unless really necessary, or in case you are a heavily focused spellcaster. Even then, it's preferable not to do it until you are well into a boss fight and are certain that you won't be relying on first strike (or even physical attacks) to finish the boss off. If you are certain that you will not have first strike, and we desperately need a quick piety, you can desecrate TT's altar because 1-2 weakening is often not very critical as a higher level character. However, when you are very few hits from win and you are not going to use first strike against the last boss, a few weakening stack will not affect the number of hits left, so you may desecrate his altar to gain emergent piety to get a last minute spike boon from another diety. &lt;br /&gt;
&lt;br /&gt;
If you join the {{g|Glowing Guardian}} after picking up {{boon|Poison}}, Glowing Guardian will punish you every time you attack something that isn't undead. The only way to get rid of the poison is to desecrate Tikki's altar.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
=== {{boon|Tribute}} === &lt;br /&gt;
Tikki Tooki is very stingy to piety. The only way to generate massive piety is killing popcorn, which is hard for lower level characters. Even with the free {{s|GETINDARE}} glyph he provides, you are required to kill your enemy within only 2 attacks (or 1 for {{t|first strike}} enemy). One option is buying piety by gold from this boon although the cost is very expensive. Investing too heavily is not recommended without forward planning, but an early worshiper will want to invest in at least one hit, and make up the loss of gold with grabbing an early level of Tikki's Edge and Dodge. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Tikki's Edge}} ===&lt;br /&gt;
At early-mid stages, a single learning is extremely powerful for leveling. But the second one is considerably more expensive, and Tikki Tooki provides another good boons at big piety cost. In most In most situations only one hit is required, but it is an important boon because it lets you get more out of killing low-level monsters, especially if paired with slow or the {{c|Fighter}}'s innate XP bonus. Second shot can be valuable for some specific builds or some edge cases. Third shot is almost never valuable enough. &lt;br /&gt;
&lt;br /&gt;
Lower level characters who earned early piety by {{boon|Tribute}} are eager to purchase this boon, to take maximum exp bonus and reclaim some of the gold cost. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Dodging}} === &lt;br /&gt;
Easy to pick up and the random dodges provide random piety gain. Some random dodge will even protect you from {{piety|-3}} loss, making total of {{piety|+6}} in return. This means after 4-5 dodge you the piety cost are returned. Like resistance it synergies with {{t|Life steal}} ability, but TT worshipping characters are often powerful strikers. &lt;br /&gt;
&lt;br /&gt;
This allows you to gain piety in plant-infested levels by dodging hits from plants with non-lethal and non-corrosive attacks. It also synergizes with his dodge-based piety [[spike]]. For advanced users, it can greatly benefit heavy resistance stackers like the {{c|Monk}} if they can grab it and safely convert out of the religion. {{c|Rogue}} will also greatly benefit from this boon. Unlike resistances stacking, this is by far the only combination that can stack permanent dodge chance. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Poison}} ===&lt;br /&gt;
Gives a point of poison strike for every helping. The first one costs 15 piety, and each subsequent helping increases the piety cost by 10. This is a difficult boon to mesh into a typical TT worshipper's play style. Poison is most valuable to regen-fighters, but they typically take several hits from the same enemy and TT will be angry about it. That said, after killing 15 non-undead enemies, the first level of this boon will pay for itself. &lt;br /&gt;
&lt;br /&gt;
To really use poison based regen-fight strategy, you should either convert out or conserve a lot of piety, and still has a lot of blackspaces left. 2nd or further shots of this boon is an alternative approach other than his another boon, {{boon|Reflexes}}. If your boss is Super Meat Man, purchasing several poison stike and converting out is a strong move. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Reflexes}} ===&lt;br /&gt;
For 35 piety and a health potion, you are given one {{i|Quicksilver Potion}} and one {{i|Reflex Potion}}. With proper setup, the Quicksilver potion can get you a certain dodge, and the Reflex potion lets you hit something twice in one attack. When used correctly together, they allow for two simultaneous free hits on a monster, explained under &amp;quot;Piety [[Spike]]&amp;quot;. This boon is a fabulous solution to certain &amp;quot;glass cannon&amp;quot; bosses. With proper setup, even level 1 striker can wipe two bosses out with ease. &lt;br /&gt;
&lt;br /&gt;
== Piety Spike ==&lt;br /&gt;
Concentrated TT worship and channelling many resources into repeated uses of the {{boon|Reflexes}} boon is TT's piety [[spike]]. It requires a moderate amount of health potions, 35 piety per helping, and decent damage to work, but provides a string of free hits on the boss. That amount of concentrated damage is sometimes difficult to imagine until you try it, but it works spectacularly well against bosses with high damage and low hit points like Aequitas, Bleaty, and even Namtar. &lt;br /&gt;
&lt;br /&gt;
It is doable with both early and late worship depending on the situation and experience of the player. It is also advisable to save popcorn with first strike (Goblins, Gorgons), to help set up dodges with the {{i|Quicksilver Potion}}. Hits you take move the dodge prediction counter, and monsters who are lower level than you generally can't hit you unless they have first strike. &lt;br /&gt;
&lt;br /&gt;
Stuff that makes it work better are damage items, the {{boon|Dodging}} boon and {{c|Rogue}}'s Dodging, and knockback. If you have a knockback attack, you will knock the enemy back twice when using a reflex potion, causing extra damage. Subdungeons which provide healing potions can also help in this regard. Subdungeons which provide help with leveling, or a large batch of low level-monsters to harvest for piety and use to set up dodges make it work really good, as does any way to acquire knocback. If you have some healing method it will be easier to use. Halflings have a distinct advantage in being able to convert for extra healing potions, because the number of potion sets that can be acquired is limited by the total amount of healing potions at your disposal. &lt;br /&gt;
&lt;br /&gt;
'''Fuel''': Health potions, Tikki Tooki piety, popcorn monsters with first strike. Gold to a degree, if you mean to use Tribute to gain more piety with TT.&lt;br /&gt;
&lt;br /&gt;
'''Rewards''': Big damage strategies and race/class/item combinations.&lt;br /&gt;
&lt;br /&gt;
'''Lets you ignore''': Your health in general, and your spellcasting except as supplemental source of damage, or leveling tool.&lt;br /&gt;
&lt;br /&gt;
'''Default solution to''': &amp;quot;Glass Cannon&amp;quot; bosses, ones with magic protection in particular. Bosses with low hit points but problematic abilities like death gaze, mana burn, curse, weakening blow and such.&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip''': If you want to plan ahead, avoid slowing popcorn with {{t|First strike}}. You will need their weak hits to set up confirmed dodges.&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip II''': The approach meshes well with Death Protections, which TT severly punishes. If you want to offset this, you can either start a boss fight by using up your death protections first, and then join TT, mop up popcorn for piety and tribute for more, or you can desecrate other altars for piety and indulgences. If you intend to kill a boss without getting hit at all (dodges from the potions, death protections, first strike), you can safely desecrate any altar which doesn't affect your damage. Binlor, Earthmother, and Dracul in particular, and very advanced users can even manage a GG desecration although it's not recommended. Mystera is a borderline viable choice, and Taurog and JJ are to be desecrated only in desperate situations.&lt;br /&gt;
&lt;br /&gt;
If you are ready to fight the boss, use a {{i|Quicksilver Potion}} first. Hover your mouse over the boss and see if you got the predicted dodge. If you did't, attack a first strike popcorn. This will reroll the dodge chance and this time you might got predicted dodge. This is why leaving some first strike popcorns helps. Repeat it until you get the dodge, quaff {{i|Reflex Potion}}, and attack the boss. You will hit the boss twice without being hit, in addition of {{piety|+3}}. '''Don't drink the Reflex potion without having predicted dodge!''' Attacking a first strike popcorn will consume the Reflex potion's effect, wasting it. If you can tank a hit from boss you can attack the boss without dodge, but it's less recommended. If you can level up or heal yourself this might be good. Drinking two Quicksilver Potions to get a 100% dodge chance is a bad move, and should be avoid unless you have no other choice. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Early Worship''' - without forward planning, as a preparation for worshiping another deity later, it is straightforward. Join early, use Tribute, slow or poison monsters while you explore, get a shot of {{boon|Tikki's Edge}}. Carefully kill a few higher-level monsters with heavily use of glyphs and potions, then clean up low-level monsters which you wouldn't want around later (or mop up as much as you want). Use the level-ups to help you kill even higher-level monsters by refilling your health and mana, and pick a good moment to convert out into another religion. It's moderately easy if you join TT at lvl 2, but doable even at lvl 1, especially with dedicated spellcasters. A major benefit of worshiping TT as the first deity in a run is the guaranteed GETINDARE glyph he provides.&lt;br /&gt;
&lt;br /&gt;
Early worship with intention of using TT to win requires some forward planning. Using {{s|WEYTWUT}}, {{s|WONAFYT}}, and {{s|APHEELSIK}} to gain piety while you explore is mandatory, and slow will prepare lvl 1 monsters to be harvested later for added benefits. Collecting the piety sparkles around other altars will also help, and investing some gold into Tribute will get you closer to your first boon. Preparing or finding items which provide you enough XP to level up at least once in order to &amp;quot;start&amp;quot; at lvl 2 is also an option ({{i|Fake Beard}}, {{i|Cracked Amulet}}, {{i|Amulet of Yendor}}). Using the Goblin conversion bonus for an early level up is a strong option as well. Playing a {{c|Fighter}} (easier to reach lvl 2) or an {{c|Assassin}} (starts with APHEELSIK) is beneficial to this approach, as is using dedicated spellcasters. {{c|Bloodmage}} in particular, with his innate benefits that come with killing low-level monsters and ways to turn his health into damage without being hit back makes for a strong early TT worshiper.&lt;br /&gt;
&lt;br /&gt;
If you are joining TT early, you will be looking to kill specific monsters before you convert to someone else, such as getting rid of magic users if you plan on joining Mystera or getting rid of undead if you're planning to join Dracul. If you intend to convert, slowing everything you can is fine, but if you plan on using TT's potions to kill the boss, slowing monsters with first strike is not the best move.&lt;br /&gt;
&lt;br /&gt;
'''Mid-run Worship''' - Provides you with an ease in early leveling with none of Tikki's dislikes affecting you, while leaving many low-level monsters to be harvested later with more ease. The principles are the same, except there is much less pressure, and if you convert to his religion with extra piety or join him with extra gold picked up, you can grab {{boon|Tikki's Edge}} more easily. The principles are the same, except exploration will already be done, as will the leveling. It is the strongest and easiest approach to worshipping TT.&lt;br /&gt;
&lt;br /&gt;
This is also a good move if you simply want to mop up low-level monsters for specific benefits, like getting rid of curse, getting gold from Gloves of Midas, mana out of the blue bead, or more bloodpools for your Bloodmage. Finding certain bonus subdungeons can also make joining TT a great move on any run. The ability to gain large amounts of piety out of a mostly explored map, makes TT a great &amp;quot;finishing move&amp;quot; deity, if you are meticulous about taking as few kills as possible to level up or explore.&lt;br /&gt;
&lt;br /&gt;
One shot of {{boon|Tikki's Edge}} will greatly increase your popcorn bowl's exp value, and it might pull a bonus level-up. Piety left are mostly used to buy some {{boon|Poison}} or {{boon|Reflexes}}, depending on who is the boss. If you are going to use poison strike, converting out is often the best option. &lt;br /&gt;
&lt;br /&gt;
'''Dedicated Worship''' - This combines two strategy above. You can fully leverage {{boon|Tikki's Edge}}, and acquire some boons for better fight by {{boon|Poison}} or {{boon|Reflexes}}. &lt;br /&gt;
&lt;br /&gt;
There are some other devious builds around TT. &lt;br /&gt;
&lt;br /&gt;
'''Infinite Piety Farm''' - You can farm infinite piety if you have these three conditions. Plants cannot be used in this purpose anymore because they die after two hits. Before the patch, the {{c|Half-Dragon}} could farm infinite piety easily with magic immune plants. &lt;br /&gt;
&lt;br /&gt;
1) You have permanent dodge chance: You should be either {{c|Rogue}}, or bought {{boon|Dodging}} boon. But the Rouge is hard to play this because of the third condition, the negative damage bonus. &lt;br /&gt;
&lt;br /&gt;
2) Target's damage to you is 0: Tikki Tooki will not deduce your piety, but their attack can still be dodged to earn piety. This can be achieved by having some {{t|Damage Reduction}}, and finding a low attack enemy. Preparing {{i|Shield}} and {{i|Platemail}} would work. {{t|Corrosion}} is not a problem here. &lt;br /&gt;
&lt;br /&gt;
3) Your damage is 0: This is the most difficult condition to achieve. If your base attack is 5, you must have less then -80% damage bonus to have 0 attack which is completely out of question. So you need to find a {{t|Weakening}} enemy. Your base damage can only be reduced to 1, but if you have negative damage bonus on top on 1 base damage, your attack power will be rounded down to 0. {{c|Monk}}, {{c|Assassin}} or {{c|Gorgon}} starts with negative attack bonus. {{i|Bloody Sigil}}, {{i|Mage Plate}} or desecrating {{g|Taurog}}'s altar also works. {{c|Rat Monarch}} cannot use this approach because corrosion damage is still applied on top of 0 attack. &lt;br /&gt;
&lt;br /&gt;
If all conditions are met, you can attack the target infinitely. 10% of the time you will dodge incoming attack for {{piety|+3}}. You can buy 4 levels of {{t|Learning}}, 9 levels of {{t|Poisonous}}, 10% permanent dodge chance, some Reflex and Quicksilver potions and plenty of gold. Then you can convert out, cure your {{t|Weakened}} by prepared {{i|Fortitude Tonic}}, and enjoy. {{g|Jehora Jeheyu}} enjoys successful dodge so you can also farm infinite piety under him. &lt;br /&gt;
&lt;br /&gt;
'''Popcorn Muncher''' - This build works best on {{c|Assassin}} and/or some other exp source such as {{r|Goblin}}, {{i|Amulet of Yendor}}. If the dungeon is too hard to kill a higher level enemy, you can only kill lower level enemies and take 2-3 shots of {{boon|Tikki's Edge}} as soon as possible. You can farm a lot of piety as all enemies will grant {{piety|5}}. But you should reach level 2 with some other method. Early finding of {{s|WONAFYT}} helps immensely.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
1) If you want to earn a little bit more gold from a run you have already won, and want to experiment with TT a bit, you can worship him or convert into his religion after you've already killed the boss or bosses. You can then pick up {{boon|Tikki's Edge}} and {{boon|Dodging}} for gold, and mop up the remaining lower level monsters and desecrate the remaining altars (except the Glowing Guardian's one) to get one more Tikki's Edge. Turning your leftover health potions into Quicksilver and Reflex potions also increases the value of loot you take out of the dungeon, and can help you get familiar with them. Be careful not to rush and lose a run you already won!&lt;br /&gt;
&lt;br /&gt;
2) Southern regions often provide plants which come with the level and that can mean quite a bit of TT piety for anyone, but Rogues in particular. If you don't fear curse, the plants in Cursed Oasis can work to your benefit as well, and filling the level with plants using {{g|The Earthmother}} will often work to your benefit as well, provided you can reach TT's altar to convert to him. Be careful about the slow on everything, though, it can be a double edged sword.&lt;br /&gt;
&lt;br /&gt;
3) Since TT gives you piety every time you poison something, you can use APHEELSIK and Venom Blade to get some early piety with him.&lt;br /&gt;
&lt;br /&gt;
4) Also, don't be afraid of one or two extra hits which would punish you if it would provide a large enough advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, Tikki Tooki is one of the best &amp;quot;last hour&amp;quot; deities, offering enormous amounts of piety for slaughtering defenseless monsters and superb boons which can improve your odds. He can also be used to set-up worship of another deity, or gain and manipulate gold. His piety spike is also the go-to solution to several bosses and PQI scenarios for several game veterans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56853</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56853"/>
				<updated>2018-12-18T06:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Synergies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Random {{Piety}} based on your level&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33%&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Removes one inventory slot from the player&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant {{piety|2-4}} or cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
&lt;br /&gt;
*Discover a monster while exploring (plants excluded)&lt;br /&gt;
&lt;br /&gt;
*Kill an XP-valuable enemy&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack&lt;br /&gt;
&lt;br /&gt;
*Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Petition}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you&lt;br /&gt;
&lt;br /&gt;
;{{boon|Last Chance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Health}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 20&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Mana}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
&lt;br /&gt;
;{{boon|Chaos Avatar}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|WEYTWUT}} or {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
Your initial worship random piety bonus is based on your current level. The bonus piety is given (your level)²× (a random number between 0.7 and 1). &lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = {{t|Poisoned}}&lt;br /&gt;
*1 = {{t|Mana Burn}}&lt;br /&gt;
*2 = Health loss&lt;br /&gt;
*3-5 = {{t|Weakened}}&lt;br /&gt;
*6-8 = {{t|Corrosion}}&lt;br /&gt;
*9-10 = {{t|Cursed}}&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
=== {{boon|Petition}} ===&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire {{boon|Petition}} as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both {{t|Poisoned}} and {{t|Mana Burn}}ed, it can become very difficult to survive. The {{i|Burn Salve}} and {{i|Fortitude Tonic}} are both very useful for followers of Jehora Jeheyu. &lt;br /&gt;
&lt;br /&gt;
An level 1 character worshipping Johera cannot gain any initial bonus piety, and you can suffer from some serious minor punishements ({{t|Poisoned}}, {{t|Mana Burned}}) around {{piety|40}}. This can be easily overcome by correct preperation such as [[File:Stone_Sigil.png|x24px]] [[Items#Crumbling Ward|Crumbling Ward]], {{i|Cracked Amulet}}, or {{i|Amulet of Yendor}}. Being a {{r|Goblin}} is another easy way to overcome this serious malflictions. Desecrating an altar is also a good choice, but {{boon|consensus}} is not a good idea because it will prevent you from purchasing {{boon|Chaos Avatar}}.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Boost Health}} and {{boon|Boost Mana}}===&lt;br /&gt;
Because the health bonus provided by boost health is flat, it's very valuable for a low level character. This boon can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. It's still very powerful to a higher level characters. {{boon|Boost Mana}} enables you to play like an {{r|Elf}}, using more elaborate spellcasting combos with a more generous [[mana]] pool. &lt;br /&gt;
&lt;br /&gt;
These boons require a very little amount of piety compared to other boons, but instead require a potion. The loss of potions however isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. You will also get a %-based refill from {{boon|Chaos Avatar}}. There are many other %-based refills such as {{i|Fire Heart}}, {{i|Schadenfreude Potion}}, {{t|Sanguine}} or {{boon|Protection}}, so it's actually possible to come out ahead in terms of how much health or mana points you get from your remaining potions and things!&lt;br /&gt;
&lt;br /&gt;
You can probably grab 2-4 shots of these boons and climb up to {{boon|Chaos Avatar}}. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Chaos Avatar}} ===&lt;br /&gt;
This boon gives the exact amount of exp you need to level up, as well as 100 conversion points, removes any {{t|Weakening blow}} and {{t|Corrosion}} (which you probabily have in this points thanks to his random minor punishments), and reduces 20% resistances from every monster. This is well worth beyond {{piety|80}} and often is the ultimate goal for worshipping Jehora. Full restoration of health and mana synergies with Jehora's other two boons so this is even more powerful. &lt;br /&gt;
&lt;br /&gt;
Despite the high cost of chaos avatar, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate {{piety|100}} from another deity, convert to JJ, and immediately desecrate an altar to reach the {{piety|80}} for this. {{g|The Earthmother}} altars are ideal desecration targets for this strategy, as {{boon|Chaos Avatar}} immediately cancels out their desecration penalties. {{g|Mystera Annur}} is also a perfect choice if the boss do not have initial resists to start with; and is in the same floor with Jehora's altar. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Last Chance}} ===&lt;br /&gt;
The name of the boon self-describes the usage of it. This is not a good boon in most times; converting out to another god to get a last help do not have any randomness. This is where your calculation skill kicks in. If you are able to win without randomness, never purchase this boon; but if this boon is your last chace, pray and hope Jehora decides to help you. Keep in mind that desecrating other altar will increase your chance to win. &lt;br /&gt;
&lt;br /&gt;
== Piety Farming ==&lt;br /&gt;
Piety strategy, just like with {{g|Mystera Annur}} you try to not waste any mana while not fighting, here you can do the same: if you have too much health but little mana you can try {{s|BYSSEPS}} and {{s|GETINDARE}} and hitting something and then repeating. Likewise prefer spaming {{s|WONAFYT}} and {{s|APHEELSIK}} when you have to much mana. Try to waste all mana before leveling up.&lt;br /&gt;
&lt;br /&gt;
A very good method to farm piety under JJ is a knockback option, called peekaboo. Because JJ likes when you reveal an enemy, knockbacking and revealing the enemy again can effectively earn piety twice or more. Hhaving {{s|PISORF}} is a good way because you can reliably gain piety per 4 mana. Preparing {{i|Bear Mace}} or being a {{c|Half-Dragon}} can earn piety in terms of health on top of piety per mana, so it is highly effective. You can line up three enemies, push them respectively, and revealing all of them at once to be even more efficient.&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
&lt;br /&gt;
{{r|Gnome}} and {{r|Halfling}} make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. {{c|Rogue}} benefit enormously from the {{boon|Boost Health}}, and at low-levels there is no better deity for a rogue to worship. The free {{s|WEYTWUT}} also works well for rogues, who need a way to bypass monster first strike. {{r|Elf}} also work well with Jehora Jeheyu; though they lose out more than other races from the loss of {{i|Mana Potion}}s, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. {{c|Bloodmage}} lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
After crippled by random punishment at level 1, it is hard to kill level 2 monsters to level up. At least a health potion might be needed because of poison. Being a {{r|Goblin}} or preparing XP items such as {{i|Amulet of Yendor}} or {{i|Cracked Amulet}} can effectively skip level 1 and cure poison / mana burn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56852</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56852"/>
				<updated>2018-12-18T06:36:46Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Boons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Random {{Piety}} based on your level&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33%&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Removes one inventory slot from the player&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant {{piety|2-4}} or cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
&lt;br /&gt;
*Discover a monster while exploring (plants excluded)&lt;br /&gt;
&lt;br /&gt;
*Kill an XP-valuable enemy&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack&lt;br /&gt;
&lt;br /&gt;
*Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Petition}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you&lt;br /&gt;
&lt;br /&gt;
;{{boon|Last Chance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Health}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 20&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Mana}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
&lt;br /&gt;
;{{boon|Chaos Avatar}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|WEYTWUT}} or {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
Your initial worship random piety bonus is based on your current level. The bonus piety is given (your level)²× (a random number between 0.7 and 1). &lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = {{t|Poisoned}}&lt;br /&gt;
*1 = {{t|Mana Burn}}&lt;br /&gt;
*2 = Health loss&lt;br /&gt;
*3-5 = {{t|Weakened}}&lt;br /&gt;
*6-8 = {{t|Corrosion}}&lt;br /&gt;
*9-10 = {{t|Cursed}}&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
=== {{boon|Petition}} ===&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire {{boon|Petition}} as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both {{t|Poisoned}} and {{t|Mana Burn}}ed, it can become very difficult to survive. The {{i|Burn Salve}} and {{i|Fortitude Tonic}} are both very useful for followers of Jehora Jeheyu. &lt;br /&gt;
&lt;br /&gt;
An level 1 character worshipping Johera cannot gain any initial bonus piety, and you can suffer from some serious minor punishements ({{t|Poisoned}}, {{t|Mana Burned}}) around {{piety|40}}. This can be easily overcome by correct preperation such as [[File:Stone_Sigil.png|x24px]] [[Items#Crumbling Ward|Crumbling Ward]], {{i|Cracked Amulet}}, or {{i|Amulet of Yendor}}. Being a {{r|Goblin}} is another easy way to overcome this serious malflictions. Desecrating an altar is also a good choice, but {{boon|consensus}} is not a good idea because it will prevent you from purchasing {{boon|Chaos Avatar}}.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Boost Health}} and {{boon|Boost Mana}}===&lt;br /&gt;
Because the health bonus provided by boost health is flat, it's very valuable for a low level character. This boon can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. It's still very powerful to a higher level characters. {{boon|Boost Mana}} enables you to play like an {{r|Elf}}, using more elaborate spellcasting combos with a more generous [[mana]] pool. &lt;br /&gt;
&lt;br /&gt;
These boons require a very little amount of piety compared to other boons, but instead require a potion. The loss of potions however isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. You will also get a %-based refill from {{boon|Chaos Avatar}}. There are many other %-based refills such as {{i|Fire Heart}}, {{i|Schadenfreude Potion}}, {{t|Sanguine}} or {{boon|Protection}}, so it's actually possible to come out ahead in terms of how much health or mana points you get from your remaining potions and things!&lt;br /&gt;
&lt;br /&gt;
You can probably grab 2-4 shots of these boons and climb up to {{boon|Chaos Avatar}}. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Chaos Avatar}} ===&lt;br /&gt;
This boon gives the exact amount of exp you need to level up, as well as 100 conversion points, removes any {{t|Weakening blow}} and {{t|Corrosion}} (which you probabily have in this points thanks to his random minor punishments), and reduces 20% resistances from every monster. This is well worth beyond {{piety|80}} and often is the ultimate goal for worshipping Jehora. Full restoration of health and mana synergies with Jehora's other two boons so this is even more powerful. &lt;br /&gt;
&lt;br /&gt;
Despite the high cost of chaos avatar, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate {{piety|100}} from another deity, convert to JJ, and immediately desecrate an altar to reach the {{piety|80}} for this. {{g|The Earthmother}} altars are ideal desecration targets for this strategy, as {{boon|Chaos Avatar}} immediately cancels out their desecration penalties. {{g|Mystera Annur}} is also a perfect choice if the boss do not have initial resists to start with; and is in the same floor with Jehora's altar. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Last Chance}} ===&lt;br /&gt;
The name of the boon self-describes the usage of it. This is not a good boon in most times; converting out to another god to get a last help do not have any randomness. This is where your calculation skill kicks in. If you are able to win without randomness, never purchase this boon; but if this boon is your last chace, pray and hope Jehora decides to help you. Keep in mind that desecrating other altar will increase your chance to win. &lt;br /&gt;
&lt;br /&gt;
== Piety Farming ==&lt;br /&gt;
Piety strategy, just like with {{g|Mystera Annur}} you try to not waste any mana while not fighting, here you can do the same: if you have too much health but little mana you can try {{s|BYSSEPS}} and {{s|GETINDARE}} and hitting something and then repeating. Likewise prefer spaming {{s|WONAFYT}} and {{s|APHEELSIK}} when you have to much mana. Try to waste all mana before leveling up.&lt;br /&gt;
&lt;br /&gt;
A very good method to farm piety under JJ is a knockback option, called peekaboo. Because JJ likes when you reveal an enemy, knockbacking and revealing the enemy again can effectively earn piety twice or more. Hhaving {{s|PISORF}} is a good way because you can reliably gain piety per 4 mana. Preparing {{i|Bear Mace}} or being a {{c|Half-Dragon}} can earn piety in terms of health on top of piety per mana, so it is highly effective. You can line up three enemies, push them respectively, and revealing all of them at once to be even more efficient.&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
&lt;br /&gt;
{{r|Gnome}} and {{r|Halfling}} make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. {{c|Rogue}} benefit enormously from the {{boon|Boost Health}}, and at low-levels there is no better deity for a rogue to worship. The free {{s|WEYTWUT}} also works well for rogues, who need a way to bypass monster first strike. {{r|Elf}} also work well with Jehora Jeheyu; though they lose out more than other races from the loss of {{i|Mana Potion}}s, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. {{c|Bloodmage}} lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=56851</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=56851"/>
				<updated>2018-12-15T19:13:51Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Wizard&lt;br /&gt;
|ShortHand=Wi&lt;br /&gt;
|Tooltip=MAGIC SENSE: Can see locations of all glyphs from level start, all glyphs are small items&amp;amp;#10;MAGIC AFFINITY: Skills cost -1 mana, glyphs donate 10 points to other conversions&amp;amp;#10;MAGIC ATTUNEMENT: Starts with BURNDAYRAZ glyph, double burning stacks&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|MAGIC SENSE}}: Can see locations of all glyphs from level start, all glyphs are small items&lt;br /&gt;
;{{a|MAGIC AFFINITY}}: Skills cost -1 mana, glyphs donate 10 points to other conversions&lt;br /&gt;
;{{a|MAGIC ATTUNEMENT}}: Starts with {{s|BURNDAYRAZ}}, double burning stacks&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElWi}}, {{GnWi}}, {{OrWi}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Wizard|Bronze|Magic, Woo!}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Wizard|Gold|The Golem Factory}}&lt;br /&gt;
|Unlock={{b|Mage Tower|Level 1|Wizard School}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
''The enigmatic Wizards have dedicated their lives to the pursuit of arcane knowledge. Their detachment from the physical and mundane -- combined with their ability to continue adventuring well into old age -- means that they're not the most accomplished hand-to-hand combatants, but they can hurl great big fiery balls of death better than most people, so who really cares?''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Wizard is the first class unlocked at the {{b|Mage Tower||Mage Tower}} and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the reduced casting cost due to {{a|MAGIC AFFINITY}} trait, which is very noticeable with repeatable combat spells such as {{s|BURNDAYRAZ}}, {{s|APHEELSIK}}, {{s|PISORF}}, and {{s|BYSSEPS}}. A wizard can cast two fireballs out of the gate with no preparations, and quickly gains access to stronger combinations. Wizards also build stacks of {{t|Burning}} at double the rate, meaning the damage picks up quite quickly when repeatedly fireballing enemies.&lt;br /&gt;
&lt;br /&gt;
{{a|MAGIC SENSE}} allow wizards to find all the glyphs quickly and hold all of them at the same time. Wizards can accumulate significant conversion bonuses without the need to convert many glyphs due to {{a|MAGIC AFFINITY}}. More than any other class, a Wizard is likely to have the right glyph as a tool to deal with specific situations or enemies.&lt;br /&gt;
&lt;br /&gt;
Wizards usually want to start by making a beeline to all the glyphs before converting anything. Once all the glyphs are collected, they can buy cheap items from dungeon shops if nothing better is available, and convert them for bonuses. Holding 6 glyphs, each item converted will also collect 60 CP from the glyphs without destroying them.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} is a powerful deity for wizards, as {{boon|Greenblood}} bonus damage can be taken multiple times and is inflicted with every cast of {{s|BURNDAYRAZ}} or {{s|PISORF}}, and repeatable {{boon|Clearance}} gives a wizard exactly two fireballs every time. Holding on to {{s|IMAWAL}} until the late game to grab lots of bonus experience, together with utility spells to get around plants that spawn in bad locations without having to kill them, is also easy for Wizards to do.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} may seem to be an obvious choice as the goddess of magic, although {{boon|Mystic Balance}} is usually harmful to a Wizard who already has discounted spell costs. Still, she offers {{boon|Magic}}: couple of mana points for very little cost, and is generous with her piety. If no better deity is available in the endgame, Wizards can recover a significant amount of mana by converting their stored glyphs with {{boon|Refreshment}}, and her {{boon|Weakening}} can help with resists.&lt;br /&gt;
&lt;br /&gt;
Although {{g|Binlor Ironshield}} doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for {{r|Orc}}, being the only deity to guarantee two spells including the mighty {{s|PISORF}}. {{boon|Stone Fist}} also goes well with Orcs' enhanced based damage. {{boon|Stone Heart}} power is also one of the most efficient ways to wear down enemy resistances if there are enough walls on the level.&lt;br /&gt;
&lt;br /&gt;
The wizard is flexible enough that most deities can be made to work well, with the notable exception of {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OrWi}}s are one of the most versatile characters in the game, as they can easily stack up physical base damage while keeping hold most of their glyphs. As {{s|PISORF}} works off base damage, and the wizard gets a 25% discount on its cost, an {{OrWi}} can make this spell a very powerful weapon. The {{r|Orc}} also gets a lot of use out of physical combat glyphs such as {{s|BYSSEPS}} (1 mana), {{s|GETINDARE}} (2 mana) and {{s|CYDSTEPP}}.&lt;br /&gt;
&lt;br /&gt;
{{ElWi}}s are strong because more mana = more fireballs = good. {{a|MAGIC AFFINITY}} allows to exploit {{s|BURNDAYRAZ}} without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an {{ElWi}}. You can convert health potions into mana after you get all six glyphs, if you want. &lt;br /&gt;
&lt;br /&gt;
{{GnWi}}s are strong because mana is an important resource to wizards, so obviously more mana potions can mean a lot for the wizard, especially against bosses.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{i|Elven Boots}} are available early on in the game and make an excellent prep item, allowing the Wizard to get to a 3-fireball mana pool easily. Especially if Extra Mana is also chosen. The {{i|Crystal Ball}} charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. {{i|Dragon Soul}} gives a lot of free spells over the course of the game, and is recommended when taken with a deity that lets you convert early mana into piety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goblin&amp;diff=56850</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goblin&amp;diff=56850"/>
				<updated>2018-12-13T08:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GoblinHero.png]][[File:Goblin Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see [[Goblin (Monster)]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Goblin}}}&lt;br /&gt;
|Name=Goblin&lt;br /&gt;
|ShortHand=Go&lt;br /&gt;
|ConversionCost=85&lt;br /&gt;
|ConversionEffect=5+1(stacking) {{xp}}&lt;br /&gt;
|SuggestedClasses={{c|Assassin}}, {{c|Fighter}}, {{c|Sorcerer}}, {{c|Wizard}}&lt;br /&gt;
|Unlock=[[Bigger Money Pit]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''Goblin''' is a race in Desktop Dungeons, unlocked after finding it in a sub dungeon and giving it {{gold|20}}. You must survive the dungeon after finding it. Back in the kingdom, you must pay more gold to upgrade their building and be able to use them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Goblins can use their racial bonus to raise themselves to a moderately high level relatively early on, allowing them to reduce the amount of exploration they are doing and conserve tiles for later.  In the long-term, however, the other races will catch up to the goblin.  Because of the way [[level]]s work in Desktop Dungeons, the goblin will receive less XP for defeating strong foes since he's a higher level, and in the long-run he'll end up losing almost as much experience as he gains!  This means you must either take strong advantage of the goblin's racial advantage early, or else save all your conversions for late.  The goblin is mostly useful for strategies that involve fighting the boss early, and is the hardest race to use effectively.  The goblin will always be significantly weaker than a human, elf, dwarf, or orc of equal level.  &lt;br /&gt;
&lt;br /&gt;
The goblin is an exceptional race on any challenge dungeon where there is less XP than usual, enabling him to reach higher levels and become much stronger than the other races, and this is most pronounced on the Fighter and Assassin challenge dungeon, since the bosses in these dungeons are level 8 and 7 respectively. For very vicious scenarios such as attempting Purist with [[Vicious Token]], it is extremely hard to get bonus XP from killing higher level foes, and you will likely to be too weak to fight the boss unless you are a goblin or found {{i|Amulet of Yendor}}. &lt;br /&gt;
&lt;br /&gt;
The goblin's stacking conversion bonus works nicely with the sensation stone, but goblins are equally quite desperate for any combat-oriented items they can use to boost their otherwise weak performance.  Unlike with orcs, it is generally unwise to convert the stone immediately as a goblin, and picking the right time to use it can be very difficult.  Bringing a conventional locker item is often a better bet.&lt;br /&gt;
 &lt;br /&gt;
The best choices for the goblin are assassin, sorcerer, wizard and fighter.&lt;br /&gt;
&lt;br /&gt;
{{c|Assassin}}: The assassin takes advantage of the goblin's high level combined with the {{a|SWIFT HAND}}, which allows you to instantly kill monsters of a lower level than you. This can be used in conjunction with Tikki Tooki, Dracul, Jehora Jeheyu, or Taurog for large amounts of easy piety.  Start fighting the boss as early as possible, using repeated level-ups to keep your battle going.  If the boss is vulnerable to poison, you can even continue exploring while fighting him.  Due to the fact that the assassin can perform poison antics to gain lots of bonus XP at lower levels, it's advisable not to convert anything until after you've started fighting the boss, so all the extra level-ups (and the full heals that come with them) are used where they matter most.&lt;br /&gt;
&lt;br /&gt;
{{c|Sorcerer}} Goblins make exceptional Sorcerers focused primarily on spellcasting. Because of the Sorcerer's {{a|ARCANE KNOWLEDGE}}, any means of leveling him up during a fight very easily translates into a barrage of fireballs. It is as simple as that - you pad out your mid-fight popcorn munching with glyph conversions for experience and fuel huge spikes, and getting your level up turns more monsters into easy XP fodder. Since you also refill your health, you can use it to get hits in on monsters making them fodder for the next level up, or simply get some B2P action going despite the Sorcerer's penalties when using it.&lt;br /&gt;
&lt;br /&gt;
{{c|Wizard}} The Goblin Wizard, especially one with his mana pool boosted by whaterver means, is in a unique position to get the benefits of exploration and effort unintensive level ups while keeping his glyphs. Whatever you convert - you're guaranteed to pop the CP cap and get your XP. Combined with spellcasting deities like Jehora Jeheyu or Mystera Annur, you have a wizard capable of turning even their health potions into experience needed to level up mid-fight.&lt;br /&gt;
&lt;br /&gt;
{{c|Fighter}}: With a lower experience requirement to level up, the Goblin Fighter can get even more mileage out of his conversion bonus.  However, neither the fighter nor the goblin have any bonuses that improve their performance in combat, so you'll desperately need to find some way to further boost your character's power.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
The goblin loves big health and mana bars and also loves deities which support, like and enable level-ups. &lt;br /&gt;
&lt;br /&gt;
The most versatile Goblin deity is {{g|Jehora Jeheyu}}, strong with other guys - very, very strong with Goblins. He can boost health and mana significantly for a rather low investment and allows any goblin to easily reach around 18 mana. Goblins can also get rid of his early punishments with a single conversion, and both {{boon|Chaos Avatar}} and {{boon|Last Chance}} chain nicely into whatever gameplan they are pursuing. Guaranteed {{s|WEYTWUT}} adds additional experience to the board, helps the Goblin explore and helps build up a bowl of popcorn to even further help his gameplan.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} can provide a lot of health early on, which is great but painfully difficult to regenerate after you use it to kill something. Goblins, however, only need to kill one thing per level and convert a glyph to just refill it by leveling up. GG rewards converting things and leveling up - Goblins convert things TO level up. And if you get a lot of GG piety, Goblins are even fine with taking a no-bead Enlightment as it adds the very nice 5 mana - and if you opened up with the health-benefits early game you can get quite a lot more.&lt;br /&gt;
&lt;br /&gt;
{{g|Tikki Tooki}} - worshiping Tikki Tooki, especially early on, gets significantly easier if you can skip the first level, which Goblins can. Getting a bunch of Learning means Goblins need even fewer kills get themselves in range of an easy level up. If you don't abuse this to just ding your way through a few mid-range levels while fireballing something down, you can always use Tikki's Potions once your level is high enough.&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} and {{g|Dracul}} - when the PQI sets you up with a Warmonger goblin, remember that Tarog likes you converting glyphs, and so does Dracul, and both of them don't mind you getting levels one bit. A pair of Dwarven Gauntlets sinergizes with both Goblins and either of these guys, and leveling up a goblin with damage resistance mid-fight means an easy barrage of melee hits on the boss or whatever you're fighting. One of Draculs boons gives you a free level up with barely any benefits but the fact that you regenerate a bit better, your fireballs do more damage and you get first strike on popcorn. Get a bit of health on a lifestealing Dracul Worshipper Goblin, and enjoy using all the low level monsters as small healing potions before and after you get sanguine.&lt;br /&gt;
&lt;br /&gt;
And probably the most straightforward and outright powerful Goblin deity is - {{g|The Pactmaker}}. Noone can quite exploit {{boon|Scholar's Pact}} the way a Goblin can. Take it at the right time, especially if you've boosted your health at least a tiny bit, and enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=56849</id>
		<title>Battle of attrition</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=56849"/>
				<updated>2018-12-11T08:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: An example is better than a theory here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you explore tiles while you are fighting against an enemy, your health and mana will regenerate. However, the monster will also regenerate its health, so it's not a good idea to explore mid-battle. &lt;br /&gt;
&lt;br /&gt;
Or is it?&lt;br /&gt;
&lt;br /&gt;
'''Battle of attrition''' or '''Regen-fighting''' is the term used by Desktop Dungeons creators of define a fight when you are exploring mid-fight to gain health and mana. &lt;br /&gt;
&lt;br /&gt;
As you will often want to fighter monster at an higher level than you are, they would often heal quicker than you. So knowing if you can do it is not always obvious. here are some tips to know when you can do it.&lt;br /&gt;
&lt;br /&gt;
Note that you can read [[Annotated Playthrough: Regenfighting]] for more explanation.&lt;br /&gt;
&lt;br /&gt;
== When to regen-fight ==&lt;br /&gt;
Whenever a tile is explored, the player and all monsters will heal a number of hit points equal to their level.  So a 5th level monster heals 5 hit points per tile.  Some special abilities, such as {{t|fast regen}} can modify this, but such abilities are rare. Since most difficult monsters will be higher level than you, this means they also heal more health than you.  If you want to win a long-term battle of attrition, you'll need to deal more damage then them or have some other kind of advantage.  Often times, a glyph such as {{s|BURNDAYRAZ}} or {{s|APHEELSIK}} is exactly the advantage you need to do this.&lt;br /&gt;
&lt;br /&gt;
In general, your regen-fight is efficient when &lt;br /&gt;
&lt;br /&gt;
* you have high attack power,&lt;br /&gt;
* you have high physical/magic resistance (depending on the enemy's attack type), &lt;br /&gt;
* you have {{t|Damage Reduction}} or {{t|Life steal}} ability to decrease incoming damage, &lt;br /&gt;
* you have some method of poisoning (and monster is not {{t|undead}}),&lt;br /&gt;
* you have {{t|corrosive}} or {{t|Burning Strike}} ability,&lt;br /&gt;
* the monster has low attack power,&lt;br /&gt;
* the monster has zero to low (physical) resistance. &lt;br /&gt;
&lt;br /&gt;
And those not a good target of regen-fighting are monsters with &lt;br /&gt;
&lt;br /&gt;
* {{t|Fast regen}} - only {{c|Monk}} class or characters with high poison ability can have a chance. &lt;br /&gt;
* {{t|Poisonous}} - unless you have {{s|HALPMEH}} or {{t|Poison Immune}}. &lt;br /&gt;
* {{t|Mana burn}} - unless you have {{t|Mana Burn Immune}}. &lt;br /&gt;
* {{t|Curse Bearer}} - only if you have some resists or damage reduction, with sufficient popcorns. &lt;br /&gt;
* {{t|Weakening}} or {{t|Corrosive}} - just no. &lt;br /&gt;
&lt;br /&gt;
If you are in a long fight, your maximum health and mana is not a big deal here. The important thing is the '''efficiency''' of regeneration and attack. Let's see some common examples and learn how to determine if you can win the fight (with minimum resources). The easiest method to estimate the efficiency is simply calculating the average damage done for each when a certain amount of tile is explored. &lt;br /&gt;
&lt;br /&gt;
== Example Situations ==&lt;br /&gt;
You may have lower attack and lower health regeneration than your target, but the mana regeneration fills the gap. Many glyphs can be used with these mana. &lt;br /&gt;
&lt;br /&gt;
{{s|BURNDAYRAZ}} is the standard glyph as it always spawns. Its damage alone seems below average, but its burning lowers targets' regeneration rate so it's not bad. &lt;br /&gt;
{{s|HALPMEH}} is actually very poor. But being the only glyph which directly heals you, high attack and resistances make this glyph much better than usual. &lt;br /&gt;
{{s|BYSSEPS}} has average damage per mana rate, However, you will need other glyphs because it can be only used once per hit, and health is mostly consumed faster than mana. So it's not an ideal glyph to use. &lt;br /&gt;
{{s|PISORF}} requires a lot of walls to use in chain, so most of the time you will use a fixed secondary target monster. Then the efficiency is bad. &lt;br /&gt;
{{s|APHEELSIK}} is literally made for regen-fighting, but since it is too great you will over-poison the target without help of other glyphs. &lt;br /&gt;
{{s|BLUDTUPOWA}} is a unique glyph which allows you to mana-regen-fight. This is below average for standard characters, but you can evade debuffs, {{t|Physical resist}} or a super strong attack. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BURNDAYRAZ}} ===&lt;br /&gt;
Since BURNDAYRAZ is the only glyph spawning in every run, this will be your main glyph used for regen-fighting. This glyph is good because leaving a {{t|burning}} stack will lower its health regeneration rate by 1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5 with 30 attack, the enemy is Lv6 with 40 attack. By exploring 6 tiles, &lt;br /&gt;
* You heal 5×6 = 30 health. That's 3/4 of an attack, so 30 × 3/4 = 22.5 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball. That's 20 damage, actually 21 if the burning pop damage is considered. &lt;br /&gt;
* The enemy heals (6-1)×6 = 30 health. &lt;br /&gt;
* All thing considered, 22.5 + 21 - 30 = 13.5 damage is done per six tiles. &lt;br /&gt;
It's positive so I win the battle, though its efficiency is around average. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, to show how resistances are superb on regen-fighting, let's consider the same situation with '''25% resists'''. Then the enemy's attack is effectively 30. &lt;br /&gt;
* You heal 30 health. That's one full attack, so 30 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball, that's 21 damage. &lt;br /&gt;
* Enemy heal 30 health. &lt;br /&gt;
* 30 + 21 - 30 = 21 damage is done per six tiles.&lt;br /&gt;
Now the efficiency became '''1.5× better!''' 25% resists may seem weak, but it's really a big deal. &lt;br /&gt;
If you stack another 25% resists on top of it, it becomes 36 per six tiles, being 2.7× better!&lt;br /&gt;
If you have full 65% resists (actually it's quite impossible for lv5 character but anyway) it becomes 58.5 per six tiles, being 4.3× better. &lt;br /&gt;
&lt;br /&gt;
=== {{s|HALPMEH}} ===&lt;br /&gt;
HALPMEH is actually a poor glyph without an improved melee ability. This glyph can also be a good choice when the enemy has low attack, or have {{t|Magic resist}}. Let's think about the same situation. &lt;br /&gt;
&lt;br /&gt;
By healing 5 tiles, &lt;br /&gt;
* You heal 25 health and 5 mana. HALPMEH is used once, so you heal 45 health in total. &lt;br /&gt;
* 45 health is 9/8 of an attack, so 30 × 9/8 = 33.75 damage. &lt;br /&gt;
* The enemy heals 6×5 = 30 health. &lt;br /&gt;
* So you are dealing 3.75 damage per five tiles. &lt;br /&gt;
Sadly, this fight will use up all of your blackspaces left. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you improved your melee ability by having 25% resists, &lt;br /&gt;
* 45 health is 3/2 of an attack, so 30 × 3/2 = 45 damage. &lt;br /&gt;
* Enemy health 30 health. &lt;br /&gt;
* You are dealing 15 damage per five tiles. Yeah... BURNDAYARAZ slightly wins. &lt;br /&gt;
If you stacked 50% resists, the damage done is 37.5 damage per five tile. Now HALPMEH is winning against BURNDAYRAZ.&lt;br /&gt;
Needless to say, full 65% resists make HALPMEH a great regen-fighting tool. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BYSSEPS}} ===&lt;br /&gt;
For 6 tiles revealed, {{s|BURNDAYRAZ}} does 4×(level)+7 damage. For standard character who boosted no base attack, 3 {{s|BYSSEPS}} does 3×(30%×5×(level)) = 4.5×(level) damage. So BYSSEPS is slightly weaker than BURNDAYRAZ, but its damage isn't that bad. If you are {{r|Orc}}, BYSSEPS overshadows BURNDAYRAZ in terms of damage. &lt;br /&gt;
&lt;br /&gt;
However, you can only use BYSSEPS once per attack. Your health bar can often tank 2-3 hits from the enemy, but it means only 2-3 shots of BYSSPES are usable, while your mana bar allows maybe 5 shots. The same rule applies for regen-fighting. If you should erode some resistances, that's great go ahead with BYSSEPS. If not, you will have to find other glyph to use spare mana, and when you find BURNDAYRAZ just use it instead. &lt;br /&gt;
&lt;br /&gt;
=== {{s|PISORF}} ===&lt;br /&gt;
When you are pushing a monster into a wall, the mana efficiency of {{s|PISORF}} is exactly same with {{s|BYSSEPS}}. So it's quite average, and if you are under {{g|Binlor}} this gives you piety. But when you don't have enough wall, you should find a stationary target to push it against. Then PISORF does only 48% of your base attack instead of 60% (often even less because of the damage is rounded down), making it very dissapointing glyph to use. &lt;br /&gt;
&lt;br /&gt;
=== {{s|APHEELSIK}} ===&lt;br /&gt;
This poison glyph is arguably the singlemost best glyph when you are doing a regen-fight. By simple calcaulation, you can completely stop the regen of a monster whose level is twice of you. Actually this glyph is too strong so that you will apply overflowing amount of poison to target. Generally {{s|BURNDAYRAZ}} is used with spare mana, but other glyphs all stand their chance because APHEELSIK is just too strong. To make things simple, let's just assume you have BURNDAYRAZ and burning isn't considered at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv8 with 50 attack. the enemy is Lv10 with 90 attack. &lt;br /&gt;
* Since the target's level is equal or less than twice of your level, its regeneration is completely halted. &lt;br /&gt;
* The monster will fully recover the poison by 80/10 = 8 tiles. &lt;br /&gt;
* Exploring 8 tiles will heal you 64 health points. That's 64/90 of an attack, 50×64/90 = ~36 damage is done. &lt;br /&gt;
* Exploring 8 tiles will heal you 8 mana points, but you need 5 mana to cast APHEELSIK. Spare 3 mana is half a fireball, which deals 16 damage. &lt;br /&gt;
* So 36 + 16 = 52 damage is done per 8 tiles. This is quite a good deal. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BLUDTUPOWA}} ===&lt;br /&gt;
{{s|BLUDTUPOWA}} makes you possible to kill some quirky enemies such as {{m|Wraith}}, {{m|Acid Blob}} or {{m|Naga}}. These three monsters all have reduced health so you don't even need to regen-fight normally. Often this glyph is used with {{s|BURNDAYRAZ}}, and actually it's the best since {{t|burning}} stack will give a huge boost to the damage done. You can usually win the battle with it. However, regen-fight with BLUDTUPOWA eats up too much blackspaces so it's not encouraged to use it too often. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5, and the enemy is Lv8. You are using {{s|BURNDAYRAZ}}. &lt;br /&gt;
* Also assume you start regen-fight with 4 burning stacks already on it. (You already used up 12 tiles by casting BLUDTUPOWA 4 times)&lt;br /&gt;
* For 3 tiles explored and 3 tiles consumed, you cast 1 fireball. First one deals 24 damage, and it grows to maximum 30. &lt;br /&gt;
* Since the enemy has lowered regeneration, it heals 7×3 = 21 health points. &lt;br /&gt;
* So first 6 tiles will do 3 damage, and second 6 will 4 damage, ..., to maximum 9 damage. &lt;br /&gt;
* If the enemy had 30 health left when 4 fireballs are cast, you need 30 blackspaces to completely kill it (by burn stack pop) and total 48 tiles(!) are used. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you purchased {{boon|Flames}} or {{i|Battlemage Ring}}, each fireball deals 5 more damage with the same situation. &lt;br /&gt;
* With same situation above, the enemy would only have 10 health left when 4 fireballs are cast. &lt;br /&gt;
* First 6 tiles will do 8 damage, and popping the burn stack will kill the monster. &lt;br /&gt;
* So you need total 18 tiles to completely kill it. That's super better. &lt;br /&gt;
The interesting situation comes when {{s|BLUDTUPOWA}} + {{s|APHEELSIK}} + {{s|BURNDAYRAZ}} are combined. You can completely stop its regeneration, use spare health to use BLUDTUPOWA, and kill it with BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv4, and the enemy is lv9. &lt;br /&gt;
* By exploring 5 tiles you can cast one APEELSIK to completely stop its regen. &lt;br /&gt;
* Use up 5 more blackspaces to convert health into mana, and that's 5/6 fireball, which deals at ~14 to ~17 damage. &lt;br /&gt;
17 damage per 10 blackspaces isn't bad, and it's at least positive. Normally a lv4 character stands no chance against lv9. Boosting your spellcasting power further improves the efficiency. &lt;br /&gt;
&lt;br /&gt;
== Interesting Classes ==&lt;br /&gt;
Some classes have special ability to regen-fight. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Monk}} ===&lt;br /&gt;
The Monk class is the king of regen-fighting, having high {{t|Physical resist}} and double health regeneration. In most cases the Monk class uses {{r|Orc}} race. The Monk can win any proper monster when enough blackspaces are given. &lt;br /&gt;
&lt;br /&gt;
Orc Monk does not have a poor base attack, and regens very fast to use BYSSEPS enough. And since the health is fully healed too fast, Orc Monk has a problem keeping the burn stack. Mixed use of BURNDAYRAZ and BYSSEPS is a good choice, but BYSSEPS alone can be an effective glyph. &lt;br /&gt;
&lt;br /&gt;
Monk can use {{s|BLUDTUPOWA}} effecively since he recovers double health from exploring, which can be converted into mana. Though it's a viable choice against some monsters, you should conserve blackspaces as they are critical resources for the Monk class. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Gorgon}} ===&lt;br /&gt;
The Gorgon is another good regen-fighter. The Gorgon needs additional bonus damage to be strong. Since her poisoning ability is great, {{s|APHEELSIK}} or {{i|Venom Dagger}} has only a little use. Also {{s|BURNDAYRAZ}}'s regeneration lowering is not very charming, though it's still good with {{s|BYSSEPS}}. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Chemist}} ===&lt;br /&gt;
The Chemist has two special forms, health form and mana form. &lt;br /&gt;
&lt;br /&gt;
Health form is equal to having 25% better {{s|HALPMEH}}, just like the {{c|Paladin}}. But since he has no natural damage and HALPMEH isn't an attractive option for regen-fighting, it's generally not good. You need a descent boost of attack power and resistances to be more effective than just using the mana. &lt;br /&gt;
&lt;br /&gt;
However, Mana form is good. It's equal to having '''100% better''' {{s|BLUDTUPOWA}}, as it does not consume additional tiles. If he finds {{s|APHEELSIK}} mana regen-fight becomes really efficient. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
The Rat Monarch is a special class. The damage done gradually grows, and the Rat Monarch can win just anybody when enough blackspaces are given. {{s|HALPMEH}} helps stacking corrosion stacks, but isn't very good for landing a killing blow. {{s|PISORF}} doesn't do good damage unless you stacked a huge amount of corrosion. {{s|BURNDAYRAZ}} is often the best glyph in final blow, and {{s|APHEELSIK}} is somewhat overshadows by BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
One interesting glyph is {{s|CYDSTEPP}}, which allows the Rat Monarch to stack corrosion stacks to a big monster such as bosses. This glyph doesn't help to regen-fight for other classes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Warlord&amp;diff=56847</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Warlord&amp;diff=56847"/>
				<updated>2018-12-08T12:05:48Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Warlord&lt;br /&gt;
|ShortHand=Wa&lt;br /&gt;
|Tooltip=COURAGEOUS: Drinking a Mana Potion will cause the next attack to do +30% damage&amp;amp;#10;DETERMINED: +30% bonus damage whenever below half health&amp;amp;#10;DEFIANT: Starts with the CYDSTEPP glyph, always castable&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|COURAGEOUS}}: Drinking a {{i|Mana Potion}} will cause the next attack to do +30% damage&lt;br /&gt;
;{{a|DETERMINED}}: +30% bonus damage whenever below half health&lt;br /&gt;
;{{a|DEFIANT}}: Starts with the {{s|CYDSTEPP}} glyph, always castable&lt;br /&gt;
&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuWa}}, {{ElWa}}, {{GnWa}}, {{OrWa}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Warlord|Bronze|Terror Begins}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Warlord|Gold|Terror's End}}&lt;br /&gt;
|Unlock={{b|Guild|Level 3|Heroic Headquarters}}&lt;br /&gt;
|Group=Tier 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Warlords are veteran fighters who somehow haven't died yet and don't plan to do so any time soon. With the right balance of skill, courage and experience, these fearsome warriors can live through just about anything.''&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
Note: {{a|COURAGEOUS}} trait grants you +30% attack bonus and reduces the resistances (both physical and magical) of the target of your next attack.  This is identical to the effect of the {{s|BYSSEPS}} glyph.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
Warlords love their {{s|CYDSTEPP}} glyph, but its high [[mana]] cost means they usually can only cast it one time during battle.  With the expanded pool of an {{ElWa}}, casting it one extra time is completely feasible.  This also gives him more leeway to leverage utility glyphs in his attack routine.  With the help of {{g|Mystera Annur}} he may even be able to use {{s|CYDSTEPP}} three times per battle.&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
Warlords get a bonus to their attack damage when they use mana potions, and gnomes have lots of mana potions.  If there ever was an obvious combo, {{GnWa}} is it.  You will likely want to utilize {{g|Jehora Jeheyu}} with this particular combo, as raising your max mana will take top priority.&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
Like the human, the {{OrWa}} offers expanded damage output for a class that puts a lot of emphasis on physical attack power.  Orcs will have a stronger early-game than humans, and with proper preparations will continue to outshine them even at high levels.  {{HuWa}} is still viable when playing purist, but only on dungeons which feature a focus on high-level combat (such as {{d|Naga City}}).  Orcs otherwise revel in the attack bonus boosts from this class.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Warlord is one of the most powerful physical combat specialists in the game.  By chaining repeated death protections, the Warlord can edge in up to three extra hits over other classes, taking down monsters powerful enough to be considered untouchable to other classes.  Low hit point monsters such as {{mM|Gorgon}}, {{m|Goat}}, and {{m|Warlock}} are the favoured prey of Warlords, who can level up extremely quickly from defeating higher-level monsters.&lt;br /&gt;
&lt;br /&gt;
Warlords need to focus heavily on their offensive damage output, relying on {{s|CYDSTEPP}} to protect them from overwhelming enemy attacks.  A Warlord can never have enough attack damage, and due to {{a|DEFIANT}} hit points matter little so long as he can just barely survive one attack.  As a result, using preparations such as the extra attack boosts is a very good idea, and purchasing items such as the {{i|Trisword}} or {{i|Fine Sword}} to boost your base attack are very useful.  &lt;br /&gt;
&lt;br /&gt;
For race selection, the Human, Orc, Elf, and Gnome all make excellent choices for the Warlord.  Humans and Orcs boost their attack damage, which Warlords desperately want.  With their larger mana pool, an Elf can increase the number of consecutive death protections a Warlord can gain in battle without having to use potions.  The Gnome allows the Warlord to benefit from {{a|COURAGEOUS}} trait from mana potions more frequently, although you will probably want to find a way to increase your maximum mana.&lt;br /&gt;
&lt;br /&gt;
{{i|Namtar's Ward}} is one great item to prepare, since it gives one free death protection per level, which could make a huge difference in possibility of hunting the big foe or not. &lt;br /&gt;
&lt;br /&gt;
{{s|IMAWAL}}'s 50% XP boost is huge for the Warlord because Warlords love to hunt big foes. {{s|GETINDARE}} is also very nice, though the damage should be carefully calculated as described below.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
Warlords benefit enormously from worshipping {{g|Glowing Guardian}}, {{g|Jehora Jeheyu}} and {{g|Mystera Annur}}.  He also benefits enormously from the boons of {{g|Tikki Tooki}}, but may have trouble keeping his piety above zero with that deity.  {{g|The Earthmother}} is also a good choice, especially as a late-game conversion: {{boon|Clearance}} can be used several times, each time granting just enough mana to recast {{s|CYDSTEPP}}. When there is no GETINDARE, {{boon|Entanglement}} provides one more &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
When the Warlord gain +30% attack bonus when under 50% health, it is calculated after being hit if the monster hit first. In most cases it does not matter, but Warlord with {{s|GETINDARE}} sometimes suffer from it. When the prediction says it needs one more bare hit, the player might want to use GETINDARE, but then the attack bonus is lost due to the attack order, resulting a miscalculation and ruin the battle. &lt;br /&gt;
&lt;br /&gt;
Similarly, when the enemy is pre-slowed, Warlord will lost +30% attack bonus from the first hit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Warlord&amp;diff=56846</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Warlord&amp;diff=56846"/>
				<updated>2018-12-08T12:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Warlord&lt;br /&gt;
|ShortHand=Wa&lt;br /&gt;
|Tooltip=COURAGEOUS: Drinking a Mana Potion will cause the next attack to do +30% damage&amp;amp;#10;DETERMINED: +30% bonus damage whenever below half health&amp;amp;#10;DEFIANT: Starts with the CYDSTEPP glyph, always castable&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|COURAGEOUS}}: Drinking a {{i|Mana Potion}} will cause the next attack to do +30% damage&lt;br /&gt;
;{{a|DETERMINED}}: +30% bonus damage whenever below half health&lt;br /&gt;
;{{a|DEFIANT}}: Starts with the {{s|CYDSTEPP}} glyph, always castable&lt;br /&gt;
&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuWa}}, {{ElWa}}, {{GnWa}}, {{OrWa}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Warlord|Bronze|Terror Begins}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Warlord|Gold|Terror's End}}&lt;br /&gt;
|Unlock={{b|Guild|Level 3|Heroic Headquarters}}&lt;br /&gt;
|Group=Tier 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Warlords are veteran fighters who somehow haven't died yet and don't plan to do so any time soon. With the right balance of skill, courage and experience, these fearsome warriors can live through just about anything.''&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
Note: {{a|COURAGEOUS}} trait grants you +30% attack bonus and reduces the resistances (both physical and magical) of the target of your next attack.  This is identical to the effect of the {{s|BYSSEPS}} glyph.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
Warlords love their {{s|CYDSTEPP}} glyph, but its high [[mana]] cost means they usually can only cast it one time during battle.  With the expanded pool of an {{ElWa}}, casting it one extra time is completely feasible.  This also gives him more leeway to leverage utility glyphs in his attack routine.  With the help of {{g|Mystera Annur}} he may even be able to use {{s|CYDSTEPP}} three times per battle.&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
Warlords get a bonus to their attack damage when they use mana potions, and gnomes have lots of mana potions.  If there ever was an obvious combo, {{GnWa}} is it.  You will likely want to utilize {{g|Jehora Jeheyu}} with this particular combo, as raising your max mana will take top priority.&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
Like the human, the {{OrWa}} offers expanded damage output for a class that puts a lot of emphasis on physical attack power.  Orcs will have a stronger early-game than humans, and with proper preparations will continue to outshine them even at high levels.  {{HuWa}} is still viable when playing purist, but only on dungeons which feature a focus on high-level combat (such as {{d|Naga City}}).  Orcs otherwise revel in the attack bonus boosts from this class.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Warlord is one of the most powerful physical combat specialists in the game.  By chaining repeated death protections, the Warlord can edge in up to three extra hits over other classes, taking down monsters powerful enough to be considered untouchable to other classes.  Low hit point monsters such as {{mM|Gorgon}}, {{m|Goat}}, and {{m|Warlock}} are the favoured prey of Warlords, who can level up extremely quickly from defeating higher-level monsters.&lt;br /&gt;
&lt;br /&gt;
Warlords need to focus heavily on their offensive damage output, relying on {{s|CYDSTEPP}} to protect them from overwhelming enemy attacks.  A Warlord can never have enough attack damage, and due to {{a|DEFIANT}} hit points matter little so long as he can just barely survive one attack.  As a result, using preparations such as the extra attack boosts is a very good idea, and purchasing items such as the {{i|Trisword}} or {{i|Fine Sword}} to boost your base attack are very useful.  &lt;br /&gt;
&lt;br /&gt;
For race selection, the Human, Orc, Elf, and Gnome all make excellent choices for the Warlord.  Humans and Orcs boost their attack damage, which Warlords desperately want.  With their larger mana pool, an Elf can increase the number of consecutive death protections a Warlord can gain in battle without having to use potions.  The Gnome allows the Warlord to benefit from {{a|COURAGEOUS}} trait from mana potions more frequently, although you will probably want to find a way to increase your maximum mana.&lt;br /&gt;
&lt;br /&gt;
{{i|Namtar's Ward}} is one great item to prepare, since it gives +50%&lt;br /&gt;
&lt;br /&gt;
{{s|IMAWAL}}'s 50% XP boost is huge for the Warlord because Warlords love to hunt big foes. {{s|GETINDARE}} is also very nice, though the damage should be carefully calculated as described below. &lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
Warlords benefit enormously from worshipping {{g|Glowing Guardian}}, {{g|Jehora Jeheyu}} and {{g|Mystera Annur}}.  He also benefits enormously from the boons of {{g|Tikki Tooki}}, but may have trouble keeping his piety above zero with that deity.  {{g|The Earthmother}} is also a good choice, especially as a late-game conversion: {{boon|Clearance}} can be used several times, each time granting just enough mana to recast {{s|CYDSTEPP}}. When there is no GETINDARE, {{boon|Entanglement}} provides one more &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
When the Warlord gain +30% attack bonus when under 50% health, it is calculated after being hit if the monster hit first. In most cases it does not matter, but Warlord with {{s|GETINDARE}} sometimes suffer from it. When the prediction says it needs one more bare hit, the player might want to use GETINDARE, but then the attack bonus is lost due to the attack order, resulting a miscalculation and ruin the battle. &lt;br /&gt;
&lt;br /&gt;
Similarly, when the enemy is pre-slowed, Warlord will lost +30% attack bonus from the first hit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=56832</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=56832"/>
				<updated>2018-09-12T01:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: Corrosion is not bonus damage%, and have no interaction with the base attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides flat maximum health boost. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides flat maximum health boost. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' flat +1 maximum health at the cost of {{Piety|3}}, each time an enemy is slain. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' adds flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' adds flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Drinking Strange Mixture from the Jadetooth subdungeon.&lt;br /&gt;
* Vegetarian Vampire subdungeon&lt;br /&gt;
* Dragon Heart (prepared in a DERP or from a subdungeon)&lt;br /&gt;
* Nom Nom&lt;br /&gt;
* Spider Amulet&lt;br /&gt;
* Bargain Heart (Bazaar level 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health. &lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent. &lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore health and mana. &lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled by {{t|poisoned}}. &lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' +1 base attack. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' some boons provides +1 base attack. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of permanently increasing bonus damage. &lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points. &lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage, and have another +20% while fighting against higher level enemy. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can knockback the target to something, it's equal to have a bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides [[knockback]] and {{t|Might}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because zero attack still activates enemy's corrosion damage, unlike player's {{t|corrosion}}.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Demonic_Library&amp;diff=56825</id>
		<title>Demonic Library</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Demonic_Library&amp;diff=56825"/>
				<updated>2018-08-05T08:25:58Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Fighting The Avatar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Demonic_Library Big.png|left]]&lt;br /&gt;
[[File:Demonic_Library_Map.png|right|450px]]&lt;br /&gt;
''The arch-wizards of the old desert empire played with hellfire, and their entire civilisation suffered for it. Now malevolent beings seek to bring forth a world-destroying force.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Demonic Library''''' is a Vicious-level dungeon located far to the North. It is unlocked by defeating [[Shifting Passages]]. The map consists of the main (library) part, as well as a special subdungeon hosting the boss of the dungeon (arena).&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
{{m|Imp}}: Blinks&lt;br /&gt;
&lt;br /&gt;
{{m|Succubus}}: Weakening Blow, Death Gaze 50%&lt;br /&gt;
&lt;br /&gt;
{{m|Djinn}}: Magical Attack, Retaliate: Fireball&lt;br /&gt;
&lt;br /&gt;
{{m|Doom Armour}}: Berserks 50%, Death Protection 1/Level&lt;br /&gt;
&lt;br /&gt;
{{m|Cultist|Cultists}}: Cowardly, Respawns (into: one level lower {{m|Zombie}}: Undead, Bloodless )&lt;br /&gt;
&lt;br /&gt;
{{m|Thrall}}: Undead, Bloodless, Poison, Mana Burn&lt;br /&gt;
&lt;br /&gt;
{{m|Steel Golem}}: Curse Bearer, Physical Resist 25%&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 140%, 100% in the Avatar's floor. &lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
The boss is '''The Avatar''' ({{m|Animated Armour}} icon, Attack 75, Health 954, Physical Resist 25%, Magical Resist 75%, Berserks 25%). However, in order to enter the Arena under the library where the Avatar resides, the five Demon Lords must normally be defeated:&lt;br /&gt;
&lt;br /&gt;
'''Perivolcan Ze''': Attack 105, Health 222, Magic Resist 50%, Corrosive; found in the top left corner of the map&lt;br /&gt;
&lt;br /&gt;
'''Perivolcan Pa''': Attack 105, Health 222, Physical Resist 50%, Weakening Blow; found in the top right corner of the map&lt;br /&gt;
&lt;br /&gt;
'''Mesostel Pa''': Attack 105, Health 222, Curse Bearer, Mana Burn, Deathgaze 100%; found at the right side of the map&lt;br /&gt;
&lt;br /&gt;
'''Aphelion''': Attack 105, Health 222, First Strike, Poisonous, Magical Attack; found at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
'''Mesostel Ze''': Attack 105, Health 222, Magical Attack, Retaliate: Fireball; found at the left side of the map&lt;br /&gt;
&lt;br /&gt;
The Demon Lords each have identical stats, but different traits.&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
&lt;br /&gt;
Defeating any Demonlord will give one layer of Death Protection to another one (chosen randomly). Defeating all five Demon Lords will remove all unbreakable walls from the map, thus unlocking the central entrance to the circular arena where the Avatar resides. &lt;br /&gt;
&lt;br /&gt;
Striking the Avatar in melee or via BURNDAYRAZ produces several level 10 &amp;quot;???&amp;quot; enemies, with random palette swaps and abilities. PISORFing the Avatar does not produce ???s. ???s are not no-experience enemies, and easier ???s can be killed to level up if you need. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Classes/Races ===&lt;br /&gt;
&lt;br /&gt;
'''Recommended Classes:''' {{c|Paladin}}, {{c|Warlord}}, {{c|Bloodmage}}, {{c|Thief}} or {{c|Tinker}}.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Races:''' {{r|Orc}}, {{r|Gnome}}, {{r|Halfling}}.&lt;br /&gt;
&lt;br /&gt;
Because the Demon Lords have various traits, most strategies will find at least some of them more difficult to defeat. Generalist classes like the Thief or Tinker will benefit from their versatility; Paladins will have an easier time defeating the Avatar; Warlords have an easier time defeating the Demon Lords; and Bloodmages can tap into the blackspace of the Library Walls and fully benefit from the sizeable blackspace of the Arena itself.&lt;br /&gt;
&lt;br /&gt;
In terms of races, because of the need to spike potentially multiple bosses, the potion races generally fare well. Orc does well because of the decent early-game damage boost that helps against the non-trivial monsters occupying the map.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Demon Lords ===&lt;br /&gt;
&lt;br /&gt;
Because each dying Demon Lord will give a layer of Death Protection to one of the remaining Demon Lords, leaving the most difficult lords for last might prove to be counter-productive. It is generally a good idea to start with one or two easier demon lord, but then take on the most difficult one after them, timing level-ups and using up some of the potions / other resources to defeat him.&lt;br /&gt;
&lt;br /&gt;
It's a good start to kill a boss around L5-6. Take care of your exp bar and use level catapults properly. Generally, caster starting can spike Perivolcan Pa (top right corner) with level catapults and mana potions. The exp bonus is sizable, and it helps you level very fast.&lt;br /&gt;
&lt;br /&gt;
Because you want to kill the Demon Lords at low level, regen-fight is generally out of the consideration and damage spike needs a level catapult and often consumes some more resources. An early {{i|Orb of Zot}} bomb makes the fight considerably easier.&lt;br /&gt;
&lt;br /&gt;
=== Fighting The Avatar ===&lt;br /&gt;
&lt;br /&gt;
Before engaging The Avatar in the bossfight, it can be beneficial to move him right next to the stairs using teleportation magic or PISORF. Otherwise the minions that spawn when he is struck will clog the whole map, making the stairs back to the surface inaccessible. Having him right next to the stairs leaves access to the resources (altars, shops, monsters, blood pools) within the library itself.&lt;br /&gt;
&lt;br /&gt;
This alone makes Binlor a good diety to worship. Having knockback or PISORF will ensure you to move the Avatar next to the stairs, and positioning one ??? behind him will allow additional knockback damage. Binlor also poses a method for eroding the Avatar's 25% physical resistances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighting the ???s ===&lt;br /&gt;
&lt;br /&gt;
Advanced players can leverage spawned ???s to their advantages. Hitting The Avater with a melee attack, {{s|BURNDAYRAZ}} (but not {{s|PISORF}}!), or popping its {{t|Burning}} stack will spawn several ???s on the arena floor. They are all level 10 with different stats. &lt;br /&gt;
&lt;br /&gt;
* Random damage&lt;br /&gt;
* Random health&lt;br /&gt;
* 50% {{t|Magic resist}} or 50% {{t|Physical resist}}&lt;br /&gt;
* {{t|Bloodless}} or not&lt;br /&gt;
&lt;br /&gt;
The important thing is they '''ARE''' XP-valuable. Because some ???s would be quite weak and there is a large chunk of blackspace in the arena, the player can level-up or at least prepare a levelup catapult for fighting The Avatar. If you have knockback, you can ensure that you are not cut from the main floor while spawning some ???s.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
According to an experiment, though it is actually possible to snipe The Avatar without defeating any Demon Lord, all Demon Lords should be defeated to win the dungeon. &lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
Requires Enhanced Edition: The Moving of the Cheese - Complete Demonic Library with any 3 classes. Unlocks the playable {{c|Rat Monarch}} monster class. The Avatar drops the {{i|Avatar's Codex}}.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56824</id>
		<title>Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56824"/>
				<updated>2018-08-01T09:53:23Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Gorgon.png]][[File:Gorgon Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see {{mM|Gorgon}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+5% {{t|Death-gaze}}&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;AZURE BODY: Starts with 25% Physical resistance, Death Gaze Immune, -50% bonus damage&amp;amp;#10;SAPPHIRE LOCKS: Natural Poisonous:5 strike, petrifies enemies, starts with the ENDISWAL glyph&amp;amp;#10;AMETHYST STARE: Starts with Death-gaze 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health&amp;amp;#10;&amp;amp;#10;Gorgons gain +5% Death-gaze for every 100 Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|AZURE BODY}}: Starts with 25% {{t|Physical resist}}, {{t|Death Gaze Immune}}, -50% bonus damage&lt;br /&gt;
;{{a|SAPPHIRE LOCKS}}: Natural {{t|Poisonous}}:5 strike, petrifies enemies, starts with {{s|ENDISWAL}} glyph&lt;br /&gt;
;{{a|AMETHYST STARE}}: Starts with {{t|Death-gaze}} 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health.&lt;br /&gt;
|Conversion=5% {{t|Death-gaze}} per 100 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Naga City}} with 3 [[Classes]]&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have reduced base damage, but unfortunately raising bonus damage is harder to accomplish. However, with the right items the Gorgon should negate their bonus damage penalty and then some.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about Gorgons are their intrinsic poison attacks granted by {{a|SAPPHIRE LOCKS}}. Combined with their natural physical resistance, Gorgons are able to tackle higher level enemies, using poison to come out ahead in trades. Combining this with their death gaze immunity means enemy Gorgons are easy prey (as ironic as that might be for a mirror match).&lt;br /&gt;
&lt;br /&gt;
Confusingly, the Gorgon class's Deathgaze skill differs from the one that enemy monsters have. Both versions trigger when the enemy is below the Deathgaze% threshold at the start of the attack, but the player's Deathgaze does not instantly kill. Instead, the player's Deathgaze is a free attack that inflicts damage equal to the player's base attack before the enemy strikes. This often finishes them off, preventing retaliation.  This is NOT affected by {{i|Platemail}}, making it a great item buy or even preparation candidate that has great synergy with poison and stoneskin.&lt;br /&gt;
&lt;br /&gt;
The Deathgaze skill doesn't scale quite as well as the other monster class's CP bonuses do, but the CP investment can make a difference all the same - it's just one option, where a {{c|Vampire}} or {{c|Rat Monarch}} would be crazy not to go conversion-heavy.  At 10% Deathgaze, the skill is strictly a finishing attack for edge cases.  With some CP investment, Deathgaze becomes a much more reliable First Strike alternative. It takes a moderate-to-large CP investment to be able to use Deathgaze two or more times in a single fight, and the scaling pays off especially well against Super Meat Man, who can be brought into Deathgaze range with {{i|Can of Whupaz}} and other potions before you continue, regen-fighting for the rest.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that Gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}, but not bosses. The Gorgon does begin with {{s|ENDISWAL}}, but the net effect is that the Gorgon often has to spend 6 mana to progress further. This means the Gorgon needs to conserve mana and/or blackspace when playing in cramped areas, which is sometimes easier said than done. The glyph makes it easier to reach hidden subdungeons, and the Gorgon does well with {{g|Binlor Ironshield}} on levels such as {{d|Shifting Passages}}, {{d|Rock Garden}}, and {{d|The Labyrinth}} where you would want to destroy a large number of walls regardless. Petrified enemies do leave blood pools, but they're only accessible after the statue is destroyed, so this means Gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.  Depending on your worship plans, you may wish to break statues for blood pools mid-game.  Barring that, you should break walls that either make additional blackspace accessible in the late game, or that help you get past blockages.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Gorgons are a bit complicated. Several considerations need to be made when sorting out monster difficulty.  Very few monsters are at one extreme or the other.&lt;br /&gt;
&lt;br /&gt;
Enemies should be non-undead (so that poison works), deal physical damage, and have irrelevant perks compensating for lowered stats.  Magic resist is a minor consideration, while physical resistance is often a larger concern.  Status ailments are to be avoided.  Some of the most common foes are listed below in roughly increasing order of difficulty by paragraph.&lt;br /&gt;
&lt;br /&gt;
{{mM|Gorgon}} is the easiest monster to kill for bonus experience.  Deathgaze immunity and your own Deathgaze negates their Deathgaze and First Strike skills.  {{m|Meat Man}} is about equally attractive as a target, as well as {{m|Goat}}, whose moderate magic resistance keeps it from being even easier.  Whenever you have {{s|HALPMEH}} to clear out poison, {{m|Serpent}} joins this tier.&lt;br /&gt;
&lt;br /&gt;
{{m|Goblin}}'s First Strike is bypassed by Deathgaze, so they are also decent regen-fighting targets, but not quite top-tier due to their good damage.  Similarly, {{m|Golem}} has enough magic resistance to be of a similar tier, unless you have {{s|PISORF}} or {{s|HALPMEH}} to make the fight easier.&lt;br /&gt;
&lt;br /&gt;
A high-level {{m|Bandit}} is weak enough to regen-fight easily, but requires a large amount of popcorn to remove the curses.  This can be done once or maybe twice in a run with proper planning after better targets are gone.  A high-level {{m|Goo Blob}} is doable, but will cost a ton of blackspace, and {{s|BURNDAYRAZ}} is needed to leverage the poison strike into a winning damage trade - don't forget to leave a stack of Burning on while you explore.&lt;br /&gt;
&lt;br /&gt;
No single enemy is a perfect storm of troubling traits, but several are mostly bad targets. {{m|Dragon Spawn}} does magic damage and is tanky, but can be poisoned. {{m|Zombie}} is a powerful brawler and undead, but deals physical damage. These two are probably the worst threats. {{m|Wraith}}s are undead and magical, but are susceptible to fireballs+Deathgaze at a certain point, making Mana Burn irrelevant. {{m|Warlock}}s are slightly harder - poison susceptibility doesn't make up for their increased damage and higher health compared to a {{m|Wraith}}, but they still die to fireballs more easily than a {{m|Dragon Spawn}}.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to Gorgons. {{s|IMAWAL}} synergizes with the Gorgon very well because of their playstyle depending on facing higher level enemies - popping an {{s|IMAWAL}} before killing a high-level Goblin or Gorgon will be well worth the 5 mana. An early {{s|BURNDAYRAZ}} is an important tool for Gorgons, since it maximizes their damage and varies the damage type, and also gives her something to do with mana when fighting against magic enemies (though you are still not making any use of your base 25% physical resistance and should prioritize something else for high-level kills regardless). Adding a few fireballs after poisoning will take down high-level enemies faster and stretch the poison duration a bit longer with burn stacks. {{s|BLUDTUPOWA}} can be useful for Gorgons if it costs less life than the damage prevented by {{s|ENDISWAL}}, or if it enables a {{s|BURNDAYRAZ}}/Deathgaze finishing combo. {{s|HALPMEH}} tends to be more combat-efficient than {{s|ENDISWAL}}, and it can negate poison, turning {{m|Serpent}}s into easy experience similar to {{MM|Gorgon}}s. It is more efficient than {{s|BURNDAYRAZ}} for fighting low-damage physical enemies like {{m|Meat Man}} or magic-resistant enemies like {{m|Golem}}.&lt;br /&gt;
&lt;br /&gt;
Some glyphs come out a bit flat. {{s|GETINDARE}} is somewhat eclipsed by Deathgaze, so first strike only occasionally makes a difference - the dodge chance is of some benefit, but has to be weighed against glyph's inventory space and CP value.  Similarly, {{s|PISORF}} is semi-redundant with {{s|ENDISWAL}}, functioning only as a physical damage source when you would typically prefer to regen fight using mana for fireballs and stoneskin anyway - only 2-for-1 {{s|PISORF}} billiards enthusiasts need apply here.  {{s|APHEELSIK}} isn't useless, but is probably outclassed by {{s|HALPMEH}} or {{s|BURNDAYRAZ}}; it can occasionally optimize your resources mid-fight if you have the extra inventory for it. {{s|CYDSTEPP}}'s ability to buy a single attack with low bonus damage isn't much of a winning proposition, either, unless you have a high enough CP total to chain two Deategazes back-to-back.  The glyph itself holds much of the CP that you need to accomplish this in the first place, though.  Cast-and-convert is a strong option here.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best gods for a Gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a Gorgon, {{boon|Stone Form}} is the best boon a Gorgon could ever ask for. There is never a shortage of ways to break walls as a Gorgon, so gaining piety is no sweat.  You can even pop tons of statues with {{boon|Stone Heart}} to aid a late conversion to {{g|Dracul}} or {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} has useful boons and can easily be fueled by the always-spamable {{s|ENDISWAL}}. Whether you rely on stoneskin, fireballs, or a combination, {{boon|Mystic Balance}} and {{boon|Refreshment}} are welcome aid (but {{boon|Flames}} is niche at best and {{boon|Weakening}} is only occasionally worth the piety).&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} helps with the Gorgon's low damage and his armor synergizes well with the Gorgon's innate physical resistance. Constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  Alternatively, a late-game death protection spike is possible if you spend your mana, convert to Taurog, clear out the popcorn, convert glyphs for piety and CP, and then proceed to land multiple Deathgaze attacks on the last boss.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for {{boon|Plantation}}, as the Gorgon's starting {{s|ENDISWAL}} ensures she won't find herself stuck, and {{boon|Greenblood}} and {{boon|Vine Form}} are strong with the Gorgon's slant towards fireballs and regen fighting, and her end-game piety and mana spike can be significant if you've been prioritizing statue-breaking mid-game.&lt;br /&gt;
&lt;br /&gt;
Similarly, {{g|Dracul}} can be worth it for {{boon|Blood Shield}} alone, making even one stack of {{t|Stone skin}} go the extra mile, and {{t|Sanguine}} is useful to the extent that you can access the pools. {{t|Life steal}} is a mixed bag, since you deal low damage, but apply poison to your blood cows.&lt;br /&gt;
&lt;br /&gt;
The only really unusable deity is {{g|Glowing Guardian}}, due to his hatred for poison.  {{g|Tikki Tooki}} is also problematic, since he is not a huge fan of regen fighter strategies.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means that the  {{i|Perseverance Badge}} and {{i|Dwarven Gauntlets}} are excellent items for Gorgons. The {{i|Battlemage Ring}} is a good option for a caster strategy.  {{i|Whurrgarbl}} synergizes with poison strike, and {{i|Platemail}} synergizes with the entire regen fighting scheme while not interfering at all with Deathgaze in its function as a first-strike finishing move.  {{i|Witchalok Pendant}} lets you regen-fight non-magical monsters much more efficiently. {{i|Martyr Wraps}} are also decent, even if the Monk uses them better.&lt;br /&gt;
&lt;br /&gt;
You can make a spellcasting Gorgon with {{i|Avatar's Codex}} and {{g|Mystera Annur}}. Since Gorgon has innate first strike which does not depend on your damage bonus, you can have a special first strike that ignores monster's first strike and your -100% (!) damage bonus from the class trait and {{boon|Flames}}. Two-three fireballs and death gaze is usually enough to kill the enemies. The drawback is that your normal attack power becomes negligible so it makes you unable to mop popcorn without BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
There is known bugs with deathgaze and {{t|Life steal}}. Lifesteal does not occur at deathgaze, but when it kills enemy lifesteal applies for the deathgaze attack. The first bug is the deathgaze-lifesteal can steal more life than HP left on the enemy in this situation. &lt;br /&gt;
&lt;br /&gt;
The second bug is when the enemy had {{t|Death Protection}}. The prediction box thinks lifesteal will apply to the deathgaze attack, but since the enemy does not die, lifesteal does not occur. This makes a discord between the prediction and actual situation. This wrong prediction could say safe even the actually result is going to be death, and may end the run. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56823</id>
		<title>Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56823"/>
				<updated>2018-08-01T09:52:58Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Gorgon.png]][[File:Gorgon Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see {{mM|Gorgon}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+5% {{t|Death-gaze}}&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;AZURE BODY: Starts with 25% Physical resistance, Death Gaze Immune, -50% bonus damage&amp;amp;#10;SAPPHIRE LOCKS: Natural Poisonous:5 strike, petrifies enemies, starts with the ENDISWAL glyph&amp;amp;#10;AMETHYST STARE: Starts with Death-gaze 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health&amp;amp;#10;&amp;amp;#10;Gorgons gain +5% Death-gaze for every 100 Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|AZURE BODY}}: Starts with 25% {{t|Physical resist}}, {{t|Death Gaze Immune}}, -50% bonus damage&lt;br /&gt;
;{{a|SAPPHIRE LOCKS}}: Natural {{t|Poisonous}}:5 strike, petrifies enemies, starts with {{s|ENDISWAL}} glyph&lt;br /&gt;
;{{a|AMETHYST STARE}}: Starts with {{t|Death-gaze}} 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health.&lt;br /&gt;
|Conversion=5% {{t|Death-gaze}} per 100 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Naga City}} with 3 [[Classes]]&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have reduced base damage, but unfortunately raising bonus damage is harder to accomplish. However, with the right items the Gorgon should negate their bonus damage penalty and then some.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about Gorgons are their intrinsic poison attacks granted by {{a|SAPPHIRE LOCKS}}. Combined with their natural physical resistance, Gorgons are able to tackle higher level enemies, using poison to come out ahead in trades. Combining this with their death gaze immunity means enemy Gorgons are easy prey (as ironic as that might be for a mirror match).&lt;br /&gt;
&lt;br /&gt;
Confusingly, the Gorgon class's Deathgaze skill differs from the one that enemy monsters have. Both versions trigger when the enemy is below the Deathgaze% threshold at the start of the attack, but the player's Deathgaze does not instantly kill. Instead, the player's Deathgaze is a free attack that inflicts damage equal to the player's base attack before the enemy strikes. This often finishes them off, preventing retaliation.  This is NOT affected by {{i|Platemail}}, making it a great item buy or even preparation candidate that has great synergy with poison and stoneskin.&lt;br /&gt;
&lt;br /&gt;
The Deathgaze skill doesn't scale quite as well as the other monster class's CP bonuses do, but the CP investment can make a difference all the same - it's just one option, where a {{c|Vampire}} or {{c|Rat Monarch}} would be crazy not to go conversion-heavy.  At 10% Deathgaze, the skill is strictly a finishing attack for edge cases.  With some CP investment, Deathgaze becomes a much more reliable First Strike alternative. It takes a moderate-to-large CP investment to be able to use Deathgaze two or more times in a single fight, and the scaling pays off especially well against Super Meat Man, who can be brought into Deathgaze range with {{i|Can of Whupaz}} and other potions before you continue, regen-fighting for the rest.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that Gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}, but not bosses. The Gorgon does begin with {{s|ENDISWAL}}, but the net effect is that the Gorgon often has to spend 6 mana to progress further. This means the Gorgon needs to conserve mana and/or blackspace when playing in cramped areas, which is sometimes easier said than done. The glyph makes it easier to reach hidden subdungeons, and the Gorgon does well with {{g|Binlor Ironshield}} on levels such as {{d|Shifting Passages}}, {{d|Rock Garden}}, and {{d|The Labyrinth}} where you would want to destroy a large number of walls regardless. Petrified enemies do leave blood pools, but they're only accessible after the statue is destroyed, so this means Gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.  Depending on your worship plans, you may wish to break statues for blood pools mid-game.  Barring that, you should break walls that either make additional blackspace accessible in the late game, or that help you get past blockages.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Gorgons are a bit complicated. Several considerations need to be made when sorting out monster difficulty.  Very few monsters are at one extreme or the other.&lt;br /&gt;
&lt;br /&gt;
Enemies should be non-undead (so that poison works), deal physical damage, and have irrelevant perks compensating for lowered stats.  Magic resist is a minor consideration, while physical resistance is often a larger concern.  Status ailments are to be avoided.  Some of the most common foes are listed below in roughly increasing order of difficulty by paragraph.&lt;br /&gt;
&lt;br /&gt;
{{mM|Gorgon}} is the easiest monster to kill for bonus experience.  Deathgaze immunity and your own Deathgaze negates their Deathgaze and First Strike skills.  {{m|Meat Man}} is about equally attractive as a target, as well as {{m|Goat}}, whose moderate magic resistance keeps it from being even easier.  Whenever you have {{s|HALPMEH}} to clear out poison, {{m|Serpent}} joins this tier.&lt;br /&gt;
&lt;br /&gt;
{{m|Goblin}}'s First Strike is bypassed by Deathgaze, so they are also decent regen-fighting targets, but not quite top-tier due to their good damage.  Similarly, {{m|Golem}} has enough magic resistance to be of a similar tier, unless you have {{s|PISORF}} or {{s|HALPMEH}} to make the fight easier.&lt;br /&gt;
&lt;br /&gt;
A high-level {{m|Bandit}} is weak enough to regen-fight easily, but requires a large amount of popcorn to remove the curses.  This can be done once or maybe twice in a run with proper planning after better targets are gone.  A high-level {{m|Goo Blob}} is doable, but will cost a ton of blackspace, and {{s|BURNDAYRAZ}} is needed to leverage the poison strike into a winning damage trade - don't forget to leave a stack of Burning on while you explore.&lt;br /&gt;
&lt;br /&gt;
No single enemy is a perfect storm of troubling traits, but several are mostly bad targets. {{m|Dragon Spawn}} does magic damage and is tanky, but can be poisoned. {{m|Zombie}} is a powerful brawler and undead, but deals physical damage. These two are probably the worst threats. {{m|Wraith}}s are undead and magical, but are susceptible to fireballs+Deathgaze at a certain point, making Mana Burn irrelevant. {{m|Warlock}}s are slightly harder - poison susceptibility doesn't make up for their increased damage and higher health compared to a {{m|Wraith}}, but they still die to fireballs more easily than a {{m|Dragon Spawn}}.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to Gorgons. {{s|IMAWAL}} synergizes with the Gorgon very well because of their playstyle depending on facing higher level enemies - popping an {{s|IMAWAL}} before killing a high-level Goblin or Gorgon will be well worth the 5 mana. An early {{s|BURNDAYRAZ}} is an important tool for Gorgons, since it maximizes their damage and varies the damage type, and also gives her something to do with mana when fighting against magic enemies (though you are still not making any use of your base 25% physical resistance and should prioritize something else for high-level kills regardless). Adding a few fireballs after poisoning will take down high-level enemies faster and stretch the poison duration a bit longer with burn stacks. {{s|BLUDTUPOWA}} can be useful for Gorgons if it costs less life than the damage prevented by {{s|ENDISWAL}}, or if it enables a {{s|BURNDAYRAZ}}/Deathgaze finishing combo. {{s|HALPMEH}} tends to be more combat-efficient than {{s|ENDISWAL}}, and it can negate poison, turning {{m|Serpent}}s into easy experience similar to {{MM|Gorgon}}s. It is more efficient than {{s|BURNDAYRAZ}} for fighting low-damage physical enemies like {{m|Meat Man}} or magic-resistant enemies like {{m|Golem}}.&lt;br /&gt;
&lt;br /&gt;
Some glyphs come out a bit flat. {{s|GETINDARE}} is somewhat eclipsed by Deathgaze, so first strike only occasionally makes a difference - the dodge chance is of some benefit, but has to be weighed against glyph's inventory space and CP value.  Similarly, {{s|PISORF}} is semi-redundant with {{s|ENDISWAL}}, functioning only as a physical damage source when you would typically prefer to regen fight using mana for fireballs and stoneskin anyway - only 2-for-1 {{s|PISORF}} billiards enthusiasts need apply here.  {{s|APHEELSIK}} isn't useless, but is probably outclassed by {{s|HALPMEH}} or {{s|BURNDAYRAZ}}; it can occasionally optimize your resources mid-fight if you have the extra inventory for it. {{s|CYDSTEPP}}'s ability to buy a single attack with low bonus damage isn't much of a winning proposition, either, unless you have a high enough CP total to chain two Deategazes back-to-back.  The glyph itself holds much of the CP that you need to accomplish this in the first place, though.  Cast-and-convert is a strong option here.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best gods for a Gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a Gorgon, {{boon|Stone Form}} is the best boon a Gorgon could ever ask for. There is never a shortage of ways to break walls as a Gorgon, so gaining piety is no sweat.  You can even pop tons of statues with {{boon|Stone Heart}} to aid a late conversion to {{g|Dracul}} or {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} has useful boons and can easily be fueled by the always-spamable {{s|ENDISWAL}}. Whether you rely on stoneskin, fireballs, or a combination, {{boon|Mystic Balance}} and {{boon|Refreshment}} are welcome aid (but {{boon|Flames}} is niche at best and {{boon|Weakening}} is only occasionally worth the piety).&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} helps with the Gorgon's low damage and his armor synergizes well with the Gorgon's innate physical resistance. Constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  Alternatively, a late-game death protection spike is possible if you spend your mana, convert to Taurog, clear out the popcorn, convert glyphs for piety and CP, and then proceed to land multiple Deathgaze attacks on the last boss.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for {{boon|Plantation}}, as the Gorgon's starting {{s|ENDISWAL}} ensures she won't find herself stuck, and {{boon|Greenblood}} and {{boon|Vine Form}} are strong with the Gorgon's slant towards fireballs and regen fighting, and her end-game piety and mana spike can be significant if you've been prioritizing statue-breaking mid-game.&lt;br /&gt;
&lt;br /&gt;
Similarly, {{g|Dracul}} can be worth it for {{boon|Blood Shield}} alone, making even one stack of {{t|Stone skin}} go the extra mile, and {{t|Sanguine}} is useful to the extent that you can access the pools. {{t|Life steal}} is a mixed bag, since you deal low damage, but apply poison to your blood cows.&lt;br /&gt;
&lt;br /&gt;
The only really unusable deity is {{g|Glowing Guardian}}, due to his hatred for poison.  {{g|Tikki Tooki}} is also problematic, since he is not a huge fan of regen fighter strategies.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means that the  {{i|Perseverance Badge}} and {{i|Dwarven Gauntlets}} are excellent items for Gorgons. The {{i|Battlemage Ring}} is a good option for a caster strategy.  {{i|Whurrgarbl}} synergizes with poison strike, and {{i|Platemail}} synergizes with the entire regen fighting scheme while not interfering at all with Deathgaze in its function as a first-strike finishing move.  {{i|Witchalok Pendant}} lets you regen-fight non-magical monsters much more efficiently. {{i|Martyr Wraps}} are also decent, even if the Monk uses them better.&lt;br /&gt;
&lt;br /&gt;
You can make a spellcasting Gorgon with {{i|Avatar's Codex}} and {{g|Mystera Annur}}. Since Gorgon has innate first strike which does not depend on your damage bonus, you can have a special first strike that ignores monster's first strike and your -100% (!) damage bonus from the class trait and {{boon|Flames}}. Two-three fireballs and death gaze is usually enough to kill the enemies. The drawback is that your normal attack power becomes negligible so it makes you unable to mop popcorn without BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
There is known bugs with deathgaze and {{t|Life steal}}. Lifesteal does not occur at deathgaze, but when it kills enemy lifesteal applies for the deathgaze attack. The first bug is the deathgaze-lifesteal can steal more life than HP left on the enemy in this situation. &lt;br /&gt;
&lt;br /&gt;
The second bug is when the enemy had {{t|Death protection}}. The prediction box thinks lifesteal will apply to the deathgaze attack, but since the enemy does not die, lifesteal does not occur. This makes a discord between the prediction and actual situation. This wrong prediction could say safe even the actually result is going to be death, and may end the run. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56822</id>
		<title>Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56822"/>
				<updated>2018-08-01T09:52:12Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Gorgon.png]][[File:Gorgon Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see {{mM|Gorgon}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+5% {{t|Death-gaze}}&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;AZURE BODY: Starts with 25% Physical resistance, Death Gaze Immune, -50% bonus damage&amp;amp;#10;SAPPHIRE LOCKS: Natural Poisonous:5 strike, petrifies enemies, starts with the ENDISWAL glyph&amp;amp;#10;AMETHYST STARE: Starts with Death-gaze 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health&amp;amp;#10;&amp;amp;#10;Gorgons gain +5% Death-gaze for every 100 Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|AZURE BODY}}: Starts with 25% {{t|Physical resist}}, {{t|Death Gaze Immune}}, -50% bonus damage&lt;br /&gt;
;{{a|SAPPHIRE LOCKS}}: Natural {{t|Poisonous}}:5 strike, petrifies enemies, starts with {{s|ENDISWAL}} glyph&lt;br /&gt;
;{{a|AMETHYST STARE}}: Starts with {{t|Death-gaze}} 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health.&lt;br /&gt;
|Conversion=5% {{t|Death-gaze}} per 100 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Naga City}} with 3 [[Classes]]&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have reduced base damage, but unfortunately raising bonus damage is harder to accomplish. However, with the right items the Gorgon should negate their bonus damage penalty and then some.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about Gorgons are their intrinsic poison attacks granted by {{a|SAPPHIRE LOCKS}}. Combined with their natural physical resistance, Gorgons are able to tackle higher level enemies, using poison to come out ahead in trades. Combining this with their death gaze immunity means enemy Gorgons are easy prey (as ironic as that might be for a mirror match).&lt;br /&gt;
&lt;br /&gt;
Confusingly, the Gorgon class's Deathgaze skill differs from the one that enemy monsters have. Both versions trigger when the enemy is below the Deathgaze% threshold at the start of the attack, but the player's Deathgaze does not instantly kill. Instead, the player's Deathgaze is a free attack that inflicts damage equal to the player's base attack before the enemy strikes. This often finishes them off, preventing retaliation.  This is NOT affected by {{i|Platemail}}, making it a great item buy or even preparation candidate that has great synergy with poison and stoneskin.&lt;br /&gt;
&lt;br /&gt;
The Deathgaze skill doesn't scale quite as well as the other monster class's CP bonuses do, but the CP investment can make a difference all the same - it's just one option, where a {{c|Vampire}} or {{c|Rat Monarch}} would be crazy not to go conversion-heavy.  At 10% Deathgaze, the skill is strictly a finishing attack for edge cases.  With some CP investment, Deathgaze becomes a much more reliable First Strike alternative. It takes a moderate-to-large CP investment to be able to use Deathgaze two or more times in a single fight, and the scaling pays off especially well against Super Meat Man, who can be brought into Deathgaze range with {{i|Can of Whupaz}} and other potions before you continue, regen-fighting for the rest.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that Gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}, but not bosses. The Gorgon does begin with {{s|ENDISWAL}}, but the net effect is that the Gorgon often has to spend 6 mana to progress further. This means the Gorgon needs to conserve mana and/or blackspace when playing in cramped areas, which is sometimes easier said than done. The glyph makes it easier to reach hidden subdungeons, and the Gorgon does well with {{g|Binlor Ironshield}} on levels such as {{d|Shifting Passages}}, {{d|Rock Garden}}, and {{d|The Labyrinth}} where you would want to destroy a large number of walls regardless. Petrified enemies do leave blood pools, but they're only accessible after the statue is destroyed, so this means Gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.  Depending on your worship plans, you may wish to break statues for blood pools mid-game.  Barring that, you should break walls that either make additional blackspace accessible in the late game, or that help you get past blockages.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Gorgons are a bit complicated. Several considerations need to be made when sorting out monster difficulty.  Very few monsters are at one extreme or the other.&lt;br /&gt;
&lt;br /&gt;
Enemies should be non-undead (so that poison works), deal physical damage, and have irrelevant perks compensating for lowered stats.  Magic resist is a minor consideration, while physical resistance is often a larger concern.  Status ailments are to be avoided.  Some of the most common foes are listed below in roughly increasing order of difficulty by paragraph.&lt;br /&gt;
&lt;br /&gt;
{{mM|Gorgon}} is the easiest monster to kill for bonus experience.  Deathgaze immunity and your own Deathgaze negates their Deathgaze and First Strike skills.  {{m|Meat Man}} is about equally attractive as a target, as well as {{m|Goat}}, whose moderate magic resistance keeps it from being even easier.  Whenever you have {{s|HALPMEH}} to clear out poison, {{m|Serpent}} joins this tier.&lt;br /&gt;
&lt;br /&gt;
{{m|Goblin}}'s First Strike is bypassed by Deathgaze, so they are also decent regen-fighting targets, but not quite top-tier due to their good damage.  Similarly, {{m|Golem}} has enough magic resistance to be of a similar tier, unless you have {{s|PISORF}} or {{s|HALPMEH}} to make the fight easier.&lt;br /&gt;
&lt;br /&gt;
A high-level {{m|Bandit}} is weak enough to regen-fight easily, but requires a large amount of popcorn to remove the curses.  This can be done once or maybe twice in a run with proper planning after better targets are gone.  A high-level {{m|Goo Blob}} is doable, but will cost a ton of blackspace, and {{s|BURNDAYRAZ}} is needed to leverage the poison strike into a winning damage trade - don't forget to leave a stack of Burning on while you explore.&lt;br /&gt;
&lt;br /&gt;
No single enemy is a perfect storm of troubling traits, but several are mostly bad targets. {{m|Dragon Spawn}} does magic damage and is tanky, but can be poisoned. {{m|Zombie}} is a powerful brawler and undead, but deals physical damage. These two are probably the worst threats. {{m|Wraith}}s are undead and magical, but are susceptible to fireballs+Deathgaze at a certain point, making Mana Burn irrelevant. {{m|Warlock}}s are slightly harder - poison susceptibility doesn't make up for their increased damage and higher health compared to a {{m|Wraith}}, but they still die to fireballs more easily than a {{m|Dragon Spawn}}.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to Gorgons. {{s|IMAWAL}} synergizes with the Gorgon very well because of their playstyle depending on facing higher level enemies - popping an {{s|IMAWAL}} before killing a high-level Goblin or Gorgon will be well worth the 5 mana. An early {{s|BURNDAYRAZ}} is an important tool for Gorgons, since it maximizes their damage and varies the damage type, and also gives her something to do with mana when fighting against magic enemies (though you are still not making any use of your base 25% physical resistance and should prioritize something else for high-level kills regardless). Adding a few fireballs after poisoning will take down high-level enemies faster and stretch the poison duration a bit longer with burn stacks. {{s|BLUDTUPOWA}} can be useful for Gorgons if it costs less life than the damage prevented by {{s|ENDISWAL}}, or if it enables a {{s|BURNDAYRAZ}}/Deathgaze finishing combo. {{s|HALPMEH}} tends to be more combat-efficient than {{s|ENDISWAL}}, and it can negate poison, turning {{m|Serpent}}s into easy experience similar to {{MM|Gorgon}}s. It is more efficient than {{s|BURNDAYRAZ}} for fighting low-damage physical enemies like {{m|Meat Man}} or magic-resistant enemies like {{m|Golem}}.&lt;br /&gt;
&lt;br /&gt;
Some glyphs come out a bit flat. {{s|GETINDARE}} is somewhat eclipsed by Deathgaze, so first strike only occasionally makes a difference - the dodge chance is of some benefit, but has to be weighed against glyph's inventory space and CP value.  Similarly, {{s|PISORF}} is semi-redundant with {{s|ENDISWAL}}, functioning only as a physical damage source when you would typically prefer to regen fight using mana for fireballs and stoneskin anyway - only 2-for-1 {{s|PISORF}} billiards enthusiasts need apply here.  {{s|APHEELSIK}} isn't useless, but is probably outclassed by {{s|HALPMEH}} or {{s|BURNDAYRAZ}}; it can occasionally optimize your resources mid-fight if you have the extra inventory for it. {{s|CYDSTEPP}}'s ability to buy a single attack with low bonus damage isn't much of a winning proposition, either, unless you have a high enough CP total to chain two Deategazes back-to-back.  The glyph itself holds much of the CP that you need to accomplish this in the first place, though.  Cast-and-convert is a strong option here.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best gods for a Gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a Gorgon, {{boon|Stone Form}} is the best boon a Gorgon could ever ask for. There is never a shortage of ways to break walls as a Gorgon, so gaining piety is no sweat.  You can even pop tons of statues with {{boon|Stone Heart}} to aid a late conversion to {{g|Dracul}} or {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} has useful boons and can easily be fueled by the always-spamable {{s|ENDISWAL}}. Whether you rely on stoneskin, fireballs, or a combination, {{boon|Mystic Balance}} and {{boon|Refreshment}} are welcome aid (but {{boon|Flames}} is niche at best and {{boon|Weakening}} is only occasionally worth the piety).&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} helps with the Gorgon's low damage and his armor synergizes well with the Gorgon's innate physical resistance. Constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  Alternatively, a late-game death protection spike is possible if you spend your mana, convert to Taurog, clear out the popcorn, convert glyphs for piety and CP, and then proceed to land multiple Deathgaze attacks on the last boss.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for {{boon|Plantation}}, as the Gorgon's starting {{s|ENDISWAL}} ensures she won't find herself stuck, and {{boon|Greenblood}} and {{boon|Vine Form}} are strong with the Gorgon's slant towards fireballs and regen fighting, and her end-game piety and mana spike can be significant if you've been prioritizing statue-breaking mid-game.&lt;br /&gt;
&lt;br /&gt;
Similarly, {{g|Dracul}} can be worth it for {{boon|Blood Shield}} alone, making even one stack of {{t|Stone skin}} go the extra mile, and {{t|Sanguine}} is useful to the extent that you can access the pools. {{t|Life steal}} is a mixed bag, since you deal low damage, but apply poison to your blood cows.&lt;br /&gt;
&lt;br /&gt;
The only really unusable deity is {{g|Glowing Guardian}}, due to his hatred for poison.  {{g|Tikki Tooki}} is also problematic, since he is not a huge fan of regen fighter strategies.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means that the  {{i|Perseverance Badge}} and {{i|Dwarven Gauntlets}} are excellent items for Gorgons. The {{i|Battlemage Ring}} is a good option for a caster strategy.  {{i|Whurrgarbl}} synergizes with poison strike, and {{i|Platemail}} synergizes with the entire regen fighting scheme while not interfering at all with Deathgaze in its function as a first-strike finishing move.  {{i|Witchalok Pendant}} lets you regen-fight non-magical monsters much more efficiently. {{i|Martyr Wraps}} are also decent, even if the Monk uses them better.&lt;br /&gt;
&lt;br /&gt;
You can make a spellcasting Gorgon with {{i|Avatar's Codex}} and {{g|Mystera Annur}}. Since Gorgon has innate first strike which does not depend on your damage bonus, you can have a special first strike that ignores monster's first strike and your -100% (!) damage bonus from the class trait and {{boon|Flames}}. Two-three fireballs and death gaze is usually enough to kill the enemies. The drawback is that your normal attack power becomes negligible so it makes you unable to mop popcorn without BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
There is known bugs with deathgaze and {{t|Life steal}}. Lifesteal does not occur at deathgaze, but when it kills enemy lifesteal applies for the deathgaze attack. The first bug is the deathgaze-lifesteal can steal more life than HP left on the enemy in this situation. &lt;br /&gt;
&lt;br /&gt;
The second bug is when the enemy had {{t|death protection}}. The prediction box thinks lifesteal will apply to the deathgaze attack, but since the enemy does not die, lifesteal does not occur. This makes a discord between the prediction and actual situation. This wrong prediction could say safe even the actually result is going to be death, and may end the run. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=56819</id>
		<title>IMAWAL</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=56819"/>
				<updated>2018-07-29T16:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=IMAWAL&lt;br /&gt;
|ShortDesc=petrify&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Transform the target into a wall block.&lt;br /&gt;
* Grants the caster {{t|Experience Boost}}(+50% XP on the next kill).&lt;br /&gt;
* Removes 1 stack of curse.&lt;br /&gt;
* Spawns a regular wall when used on an empty space. This refunds 2 mana and does not trigger bonus experience or curse removal.&lt;br /&gt;
|Hotkey= I&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph petrifies enemies,  turning them into statues. It is a quite '''specialised''' glyph with a wide variety of effects that can be used in many unique situations. &lt;br /&gt;
&lt;br /&gt;
In the right circumstances is can be extremely useful, especially for knockback characters and maps which have a particularly unfavorable mix of monsters.&lt;br /&gt;
&lt;br /&gt;
== Complex Mechanics ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL cannot be cast on bosses or mini-bosses (for example the monsters in the towers of Gaan-Telet).&lt;br /&gt;
&lt;br /&gt;
It can be cast on an empty space, spawning a regular wall on that tile. This use only costs 3 Mana Points to cast (unless under the effects of Mystera's Mystic Balance, in which case it costs 5). Note that the spell can only be triggered when the player has 5 or more mana, even if the intention is to cast it on an empty tile. Casting it on empty space won't grant you the XP-bonus, however, and will anger Binlor.&lt;br /&gt;
&lt;br /&gt;
If cast on any monster (including plants and other monsters with {{t|No Experience}}), it will turn that monster into a statue, and provide the {{t|Experience Boost}} player buff (the next XP-valuable monster the player kills will receive an +50% XP bonus to the monster's base XP value, and the regular Bonus XP from killing a higher-level monster). Petrifying enemies does not count as a kill and rewards you 0 XP. Statues are similar to normal walls; the player cannot pass through them and they can be destroyed by anything that destroys normal walls, such as {{s|ENDISWAL}}, {{s|PISORF}}, or knockback.&lt;br /&gt;
&lt;br /&gt;
If cast on an XP-valuable monster, it will have the following extra effects:&lt;br /&gt;
* The Stone Statue will have a pile of 1 gold under it, that can only be retrieved upon destruction of the statue. If &amp;quot;Black Market&amp;quot; preparation was used, the gold pile value is increased by 1 as normal.&lt;br /&gt;
* Petrifying a slowed enemy will still grant the bonus 1 XP you would have gained from a regular kill.&lt;br /&gt;
* Petrifying an enemy will remove one stack of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
The XP bonus applies to the next XP-valuable enemy you kill, however is used up even if the bonus is zero (i.e. killing a Level 1 monster). This bonus comes after the Bonus XP received due to killing a higher-level monster, however does not multiply the flat XP bonus from Learning or Slow.&lt;br /&gt;
&lt;br /&gt;
ie. Total XP = (Standard XP + level-difference bonus XP) * 1.5 + other bonus XP (learning, slow)&lt;br /&gt;
&lt;br /&gt;
'''Example:''' Assume that a Level 2 hero kills a slowed Level 5 monster, just after having cast IMAWAL on a monster. He would gain a total of 20 experience points: 5 regular experience thanks to the monster's level; 8 bonus experience for the level difference; 6 bonus experience thanks to the petrification, calculated as 50% of (5+8); and another 1 bonus experience because of the slow.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph starts unlocked.&lt;br /&gt;
&lt;br /&gt;
A free IMAWAL glyph is provided when you worship the {{g|The Earthmother}}. It will not spawn if you convert to Earthmother from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is a bit of a two-edged sword. While petrifying a monster can provide the player with a large XP bonus, the petrified monster itself won't give any experience to the player,   &lt;br /&gt;
Because of this, it is generally better to use the glyph on foes which you ideally would never want to fight, such as Illusions, Revenants, or high-lvl Animated Armors. This allows you to effectively level even on maps with an unfavorable mix of monsters for your class.&lt;br /&gt;
&lt;br /&gt;
Otherwise players should only petrify monsters with a very low level, since the loss of potential XP from petrifying high level monsters rarely outweighs the bonus XP you receive.&lt;br /&gt;
&lt;br /&gt;
Generally, the glyph should be used sparingly if there are no non-XP-valuable monsters , as removing too much popcorn can leave players at a disadvantage later on. It is also very easy to block off sections of the map by petrifying enemies in hallways and tight spaces.&lt;br /&gt;
&lt;br /&gt;
One advanced strategy of gaining XP is a level-up catapult with '''IMAWAL'''. Casting IMAWAL on a slowed enemy is one of the only few ways to gain XP for non-goblins without killing monsters. Normally it requires to kill an enemy to level up which means getting IMAWAL XP bonus is difficult for a level catapult assisted big hunt. But if you can make your XP bar just 1 short of level-up, you can use IMAWAL to level up and fully gain the juicy +50% bonus. &lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is also one of the few ways to gain piety with {{g|The_Earthmother}}. Since all of her boons spawn plants, you can petrify them for piety. While petrifying plants only gives you half the piety, it allows you to save your popcorn.&lt;br /&gt;
&lt;br /&gt;
Half-dragons and casters relying on {{s|PISORF}} have an alternative usage for this glyph. Since it allows the player to spawn walls, they can use it to set up knockback-chains if there are no walls around a monster. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=56818</id>
		<title>IMAWAL</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&amp;diff=56818"/>
				<updated>2018-07-29T15:19:12Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=IMAWAL&lt;br /&gt;
|ShortDesc=petrify&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Transform the target into a wall block.&lt;br /&gt;
* Grants the caster {{t|Experience Boost}}(+50% XP on the next kill).&lt;br /&gt;
* Removes 1 stack of curse.&lt;br /&gt;
* Spawns a regular wall when used on an empty space. This refunds 2 mana and does not trigger bonus experience or curse removal.&lt;br /&gt;
|Hotkey= I&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph petrifies enemies,  turning them into statues. It is a quite '''specialised''' glyph with a wide variety of effects that can be used in many unique situations. &lt;br /&gt;
&lt;br /&gt;
In the right circumstances is can be extremely useful, especially for knockback characters and maps which have a particularly unfavorable mix of monsters.&lt;br /&gt;
&lt;br /&gt;
== Complex Mechanics ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL cannot be cast on bosses or mini-bosses (for example the monsters in the towers of Gaan-Telet).&lt;br /&gt;
&lt;br /&gt;
It can be cast on an empty space, spawning a regular wall on that tile. This use only costs 3 Mana Points to cast (unless under the effects of Mystera's Mystic Balance, in which case it costs 5). Note that the spell can only be triggered when the player has 5 or more mana, even if the intention is to cast it on an empty tile. Casting it on empty space won't grant you the XP-bonus, however, and will anger Binlor.&lt;br /&gt;
&lt;br /&gt;
If cast on any monster (including plants and other monsters with {{t|No Experience}}), it will turn that monster into a statue, and provide the {{t|Experience Boost}} player buff (the next XP-valuable monster the player kills will receive an +50% XP bonus to the monster's base XP value, and the regular Bonus XP from killing a higher-level monster). Petrifying enemies does not count as a kill and rewards you 0 XP. Statues are similar to normal walls; the player cannot pass through them and they can be destroyed by anything that destroys normal walls, such as {{s|ENDISWAL}}, {{s|PISORF}}, or knockback.&lt;br /&gt;
&lt;br /&gt;
If cast on an XP-valuable monster, it will have the following extra effects:&lt;br /&gt;
* The Stone Statue will have a pile of 1 gold under it, that can only be retrieved upon destruction of the statue. If &amp;quot;Black Market&amp;quot; preparation was used, the gold pile value is increased by 1 as normal.&lt;br /&gt;
* Petrifying a slowed enemy will still grant the bonus 1 XP you would have gained from a regular kill.&lt;br /&gt;
* Petrifying an enemy will remove one stack of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
The XP bonus applies to the next XP-valuable enemy you kill, however is used up even if the bonus is zero (i.e. killing a Level 1 monster). This bonus comes after the Bonus XP received due to killing a higher-level monster, however does not multiply the flat XP bonus from Learning or Slow.&lt;br /&gt;
&lt;br /&gt;
ie. Total XP = (Standard XP + level-difference bonus XP) * 1.5 + other bonus XP (learning, slow)&lt;br /&gt;
&lt;br /&gt;
'''Example:''' Assume that a Level 2 hero kills a slowed Level 5 monster, just after having cast IMAWAL on a monster. He would gain a total of 20 experience points: 5 regular experience thanks to the monster's level; 8 bonus experience for the level difference; 6 bonus experience thanks to the petrification, calculated as 50% of (5+8); and another 1 bonus experience because of the slow.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
The '''IMAWAL''' glyph starts unlocked.&lt;br /&gt;
&lt;br /&gt;
A free IMAWAL glyph is provided when you worship the {{g|The Earthmother}}. It will not spawn if you convert to Earthmother from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is a bit of a two-edged sword. While petrifying a monster can provide the player with a large XP bonus, the petrified monster itself won't give any experience to the player,   &lt;br /&gt;
Because of this, it is generally better to use the glyph on foes which you ideally would never want to fight, such as Illusions, Revenants, or high-lvl Animated Armors. This allows you to effectively level even on maps with an unfavorable mix of monsters for your class.&lt;br /&gt;
&lt;br /&gt;
Otherwise players should only petrify monsters with a very low level, since the loss of potential XP from petrifying high level monsters rarely outweighs the bonus XP you receive.&lt;br /&gt;
&lt;br /&gt;
Generally, the glyph should be used sparingly if there are no non-XP-valuable monsters , as removing too much popcorn can leave players at a disadvantage later on. It is also very easy to block off sections of the map by petrifying enemies in hallways and tight spaces.&lt;br /&gt;
&lt;br /&gt;
One advanced strategy of gaining XP is a level-up catapult with IMAWAL. Casting IMAWAL on a slowed enemy is one of the only few ways to gain XP for non-goblins. Normally it requires to kill an enemy to level up which means getting IMAWAL XP bonus is difficult for a level catapult assisted big hunt. But if you can make your XP bar just 1 short of level-up, you can use IMAWAL to level up and fully gain the juicy +50% bonus. &lt;br /&gt;
&lt;br /&gt;
'''IMAWAL''' is also one of the few ways to gain piety with {{g|The_Earthmother}}. Since all of her boons spawn plants, you can petrify them for piety. While petrifying plants only gives you half the piety, it allows you to save your popcorn.&lt;br /&gt;
&lt;br /&gt;
Half-dragons and casters relying on {{s|PISORF}} have an alternative usage for this glyph. Since it allows the player to spawn walls, they can use it to set up knockback-chains if there are no walls around a monster. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56817</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56817"/>
				<updated>2018-07-28T04:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* {{t|Curse Bearer}} and {{t|Cursed}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are:&lt;br /&gt;
* Anyone with first strike will hit first. If both have first strike, the monster hits first. &lt;br /&gt;
* Anyone with slow strike will hit last. If both have slow strike, the monster hits first. &lt;br /&gt;
* If neither have first or slow strike, the higher level strikes first. If both are at equal level, the monster hits first. &lt;br /&gt;
&lt;br /&gt;
Knockback, burning stack pop, or {{c|Sorcerer}}'s {{a|MANA SHIELD}} effect all happen after the combat. (Though it's not actually true, it's convenient to think so. Keep reading for the detailed explanation. )&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters affect the strike order. Here is the sequence from the highest priority to the lowest:&lt;br /&gt;
#The special first strike of {{i|Reflex Potion}} and {{c|Assassin}}'s {{a|SWIFT HAND}} class trait&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result:''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has the newer attack speed. (Unless you are punished by Tikki Tooki, the monster would have slowed later on, thus having slow strike)&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
== Event orders and Special cases ==&lt;br /&gt;
Because the game handles the events (damage and such) with event handlers and event queue, the actual order of the events and the results are quite complicated. Long story short, the descriptions below will show only the result. &lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs, and strike order===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
Almost all new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
*If you strike '''first''' and remove a death protection from an {{m|Animated Armour}}, when the animated armor strikes you, its blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
&lt;br /&gt;
However, {{t|Life steal}} and {{t|Curse Bearer}} apply directly after the strike, meaning the strike order matters here. Also {{c|Warlord}}'s {{a|Determined}} trait also applies right at the moment of attack, so strike order matters. Burning stack pop also happens right after the strike, which is described below. &lt;br /&gt;
&lt;br /&gt;
==={{t|Life steal}}===&lt;br /&gt;
The health you gain from life steal occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit. In contrast, if you have almost 150% health, since you can't heal above 150% health, striking slower is actually more benefical. &lt;br /&gt;
&lt;br /&gt;
==={{t|Curse Bearer}} and {{t|Cursed}}===&lt;br /&gt;
A monster with {{t|Curse Bearer}} applies one stack of curse '''directly after''' it damages the player. Similarly, one curse stack is removed '''directly after''' a monster without curse bearer trait is killed. Though the effect of curse doesn't matter at attack damages, in some rare edge cases this matters to curse stacks left.&lt;br /&gt;
&lt;br /&gt;
===Burning stack pop===&lt;br /&gt;
Attacking a burning monster directly adds a magical damage with player's attack, so no confusion here. The problem is when you have burning on the other monster. In that case, burning stack will pop '''right after''' player's attack. While this may not affect the fight, when the target monster has {{t|Curse Bearer}} trait, it becomes a problem as the curse applies directly after it is killed. So here's the result: &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster&lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
1 curse stack left. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster → 1 curse stack removed&lt;br /&gt;
0 curse stack left. &lt;br /&gt;
&lt;br /&gt;
===Knockback and Burning===&lt;br /&gt;
Actually, when the player strikes first, the monster's attack is '''fated to be applied''' after the player attacks him. However, the knockback event could apply after the player's attack, and it makes a confusion. &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack when he survived the player's attack (even if it is dead from knockback damage!)&lt;br /&gt;
Whilst it may seems like the knockback occurs after the two attack events (because in intuition dead monster can't attack back), knockback is actually happening before the monster's attack. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Also it is notable that the knockback occurs before the burning stack pop; this is why the &amp;quot;doublekill&amp;quot; is pratically doable with knockback + burning. Knockback damage can't kill the second target, but it can reduce its health to 1 so that the burning pop could kill it. &lt;br /&gt;
&lt;br /&gt;
==={{c|Warlord}}'s {{a|DETERMINED}}===&lt;br /&gt;
From the class trait, Warlord gets 30% attack bonus whenever below 50% health. Unlike any other buff or debuff effects which is calculated based on the stats before the combat, Warlord only gets 30% attack bonus if you are below 50% health at that precise moment, making the strike order matters. If your health is above 50% health and you are going to finish off your opponent with first strike or having monster be slowed, you should calculate your damage output carefully if you can win the battle without the attack bonus. &lt;br /&gt;
&lt;br /&gt;
==={{c|Gorgon}}'s {{t|Death-gaze}}===&lt;br /&gt;
Gorgon's deathgaze ability deals unresistable 100% of your base damage to the monster before the combat if the monster's health is below deathgaze%. This special attack has interaction with some effects, but not with others. Precisely, the deathgaze event does not trigger knockback or burning stack pop, but it's otherwise same with the normal attack. For example, it will trigger {{t|Cowardly}} or {{t|Blinks}}. For example, let's say the Gorgon with knockback is striking the blinking monster, and the monster strikes first. &lt;br /&gt;
&lt;br /&gt;
* Deathgaze&lt;br /&gt;
* Blink: blink away&lt;br /&gt;
* Monster's attack (even if it is far from the player character)&lt;br /&gt;
* Player's attack (even if it is far from the player character)&lt;br /&gt;
* Blink (however, it only blinks when it is right next to the player. So, it wouldn't blink)&lt;br /&gt;
* Knockback (again, even if it is far from the player character!)&lt;br /&gt;
* Blink, if it gets damage from the knockback (but again, it would probably be far from the player character, so no blink)&lt;br /&gt;
&lt;br /&gt;
There is a known bug that deathgaze + {{t|Life steal}} can absorb health from the monster over the monster's remaining health limit. &lt;br /&gt;
&lt;br /&gt;
==={{c|Sorcerer}}'s {{a|MANA SHIELD}}===&lt;br /&gt;
Mana shield occur right after monster's attack. That's why in the normal circumstances (monster attacking first) mana shield is dealing the damage before the normal attack. Like Gorgon's deathgaze, mana shield also has no interaction with knockback or burning. &lt;br /&gt;
&lt;br /&gt;
==={{c|Assassin}}'s {{a|SWIFT HAND}}===&lt;br /&gt;
As described in the class trait, this effect overwhelms all other effects in the game. Assassin will insta-kill any lower level monster with no harm at all at any circumstances. {{t|Curse Bearer}} still applies, though. &lt;br /&gt;
&lt;br /&gt;
===Attack Speed Cancellation===&lt;br /&gt;
The slow strike and first strike effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the {{s|GETINDARE}} glyph or {{c|Rogue}} class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
&lt;br /&gt;
But for monster, the effect does not cancel out. {{t|slowed}} debuff will temporarily overwhelm the {{t|first strike}}. However, with punishment of {{g|Tikki Tokki}} a monster could have both at the same time. In this case the first strike overwhelms slowed debuff. &lt;br /&gt;
&lt;br /&gt;
==={{t|Retaliate: Fireball}}===&lt;br /&gt;
Using {{s|BURNDAYRAZ}} on the retaliating monster is similar to striking first, but the order of the events is slightly different. It might be a bug. &lt;br /&gt;
&lt;br /&gt;
* BURNDAYRAZ attack&lt;br /&gt;
* Retaliate&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Compare this to the melee case with the player's first strike. &lt;br /&gt;
&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56816</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56816"/>
				<updated>2018-07-28T04:36:14Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Normal strike order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are:&lt;br /&gt;
* Anyone with first strike will hit first. If both have first strike, the monster hits first. &lt;br /&gt;
* Anyone with slow strike will hit last. If both have slow strike, the monster hits first. &lt;br /&gt;
* If neither have first or slow strike, the higher level strikes first. If both are at equal level, the monster hits first. &lt;br /&gt;
&lt;br /&gt;
Knockback, burning stack pop, or {{c|Sorcerer}}'s {{a|MANA SHIELD}} effect all happen after the combat. (Though it's not actually true, it's convenient to think so. Keep reading for the detailed explanation. )&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters affect the strike order. Here is the sequence from the highest priority to the lowest:&lt;br /&gt;
#The special first strike of {{i|Reflex Potion}} and {{c|Assassin}}'s {{a|SWIFT HAND}} class trait&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result:''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has the newer attack speed. (Unless you are punished by Tikki Tooki, the monster would have slowed later on, thus having slow strike)&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
== Event orders and Special cases ==&lt;br /&gt;
Because the game handles the events (damage and such) with event handlers and event queue, the actual order of the events and the results are quite complicated. Long story short, the descriptions below will show only the result. &lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs, and strike order===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
Almost all new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
*If you strike '''first''' and remove a death protection from an {{m|Animated Armour}}, when the animated armor strikes you, its blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
&lt;br /&gt;
However, {{t|Life steal}} and {{t|Curse Bearer}} apply directly after the strike, meaning the strike order matters here. Also {{c|Warlord}}'s {{a|Determined}} trait also applies right at the moment of attack, so strike order matters. Burning stack pop also happens right after the strike, which is described below. &lt;br /&gt;
&lt;br /&gt;
==={{t|Life steal}}===&lt;br /&gt;
The health you gain from life steal occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit. In contrast, if you have almost 150% health, since you can't heal above 150% health, striking slower is actually more benefical. &lt;br /&gt;
&lt;br /&gt;
==={{t|Curse Bearer}} and {{t|Cursed}}===&lt;br /&gt;
A monster with {{t|Curse Bearer}} applies one stack of curse '''directly after''' it damages the player. Similarly, one curse stack is removed '''directly after''' a monster without curse bearer trait is killed. This matters only in such a sharp edge cases, and generally it's not important at all. &lt;br /&gt;
&lt;br /&gt;
===Burning stack pop===&lt;br /&gt;
Attacking a burning monster directly adds a magical damage with player's attack, so no confusion here. The problem is when you have burning on the other monster. In that case, burning stack will pop '''right after''' player's attack. While this may not affect the fight, when the target monster has {{t|Curse Bearer}} trait, it becomes a problem as the curse applies directly after it is killed. So here's the result: &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster&lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
1 curse stack left. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster → 1 curse stack removed&lt;br /&gt;
0 curse stack left. &lt;br /&gt;
&lt;br /&gt;
===Knockback and Burning===&lt;br /&gt;
Actually, when the player strikes first, the monster's attack is '''fated to be applied''' after the player attacks him. However, the knockback event could apply after the player's attack, and it makes a confusion. &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack when he survived the player's attack (even if it is dead from knockback damage!)&lt;br /&gt;
Whilst it may seems like the knockback occurs after the two attack events (because in intuition dead monster can't attack back), knockback is actually happening before the monster's attack. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Also it is notable that the knockback occurs before the burning stack pop; this is why the &amp;quot;doublekill&amp;quot; is pratically doable with knockback + burning. Knockback damage can't kill the second target, but it can reduce its health to 1 so that the burning pop could kill it. &lt;br /&gt;
&lt;br /&gt;
==={{c|Warlord}}'s {{a|DETERMINED}}===&lt;br /&gt;
From the class trait, Warlord gets 30% attack bonus whenever below 50% health. Unlike any other buff or debuff effects which is calculated based on the stats before the combat, Warlord only gets 30% attack bonus if you are below 50% health at that precise moment, making the strike order matters. If your health is above 50% health and you are going to finish off your opponent with first strike or having monster be slowed, you should calculate your damage output carefully if you can win the battle without the attack bonus. &lt;br /&gt;
&lt;br /&gt;
==={{c|Gorgon}}'s {{t|Death-gaze}}===&lt;br /&gt;
Gorgon's deathgaze ability deals unresistable 100% of your base damage to the monster before the combat if the monster's health is below deathgaze%. This special attack has interaction with some effects, but not with others. Precisely, the deathgaze event does not trigger knockback or burning stack pop, but it's otherwise same with the normal attack. For example, it will trigger {{t|Cowardly}} or {{t|Blinks}}. For example, let's say the Gorgon with knockback is striking the blinking monster, and the monster strikes first. &lt;br /&gt;
&lt;br /&gt;
* Deathgaze&lt;br /&gt;
* Blink: blink away&lt;br /&gt;
* Monster's attack (even if it is far from the player character)&lt;br /&gt;
* Player's attack (even if it is far from the player character)&lt;br /&gt;
* Blink (however, it only blinks when it is right next to the player. So, it wouldn't blink)&lt;br /&gt;
* Knockback (again, even if it is far from the player character!)&lt;br /&gt;
* Blink, if it gets damage from the knockback (but again, it would probably be far from the player character, so no blink)&lt;br /&gt;
&lt;br /&gt;
There is a known bug that deathgaze + {{t|Life steal}} can absorb health from the monster over the monster's remaining health limit. &lt;br /&gt;
&lt;br /&gt;
==={{c|Sorcerer}}'s {{a|MANA SHIELD}}===&lt;br /&gt;
Mana shield occur right after monster's attack. That's why in the normal circumstances (monster attacking first) mana shield is dealing the damage before the normal attack. Like Gorgon's deathgaze, mana shield also has no interaction with knockback or burning. &lt;br /&gt;
&lt;br /&gt;
==={{c|Assassin}}'s {{a|SWIFT HAND}}===&lt;br /&gt;
As described in the class trait, this effect overwhelms all other effects in the game. Assassin will insta-kill any lower level monster with no harm at all at any circumstances. {{t|Curse Bearer}} still applies, though. &lt;br /&gt;
&lt;br /&gt;
===Attack Speed Cancellation===&lt;br /&gt;
The slow strike and first strike effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the {{s|GETINDARE}} glyph or {{c|Rogue}} class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
&lt;br /&gt;
But for monster, the effect does not cancel out. {{t|slowed}} debuff will temporarily overwhelm the {{t|first strike}}. However, with punishment of {{g|Tikki Tokki}} a monster could have both at the same time. In this case the first strike overwhelms slowed debuff. &lt;br /&gt;
&lt;br /&gt;
==={{t|Retaliate: Fireball}}===&lt;br /&gt;
Using {{s|BURNDAYRAZ}} on the retaliating monster is similar to striking first, but the order of the events is slightly different. It might be a bug. &lt;br /&gt;
&lt;br /&gt;
* BURNDAYRAZ attack&lt;br /&gt;
* Retaliate&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Compare this to the melee case with the player's first strike. &lt;br /&gt;
&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56815</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56815"/>
				<updated>2018-07-27T18:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are:&lt;br /&gt;
* Anyone with first strike will hit first. If both have first strike, the monster hits first. &lt;br /&gt;
* Anyone with slow strike will hit last. If both have slow strike, the monster hits first. &lt;br /&gt;
* If neither have first or slow strike, the higher level strikes first. If both are at equal level, the monster hits first. &lt;br /&gt;
&lt;br /&gt;
Knockback, burning stack pop, or {{c|Sorcerer}}'s {{a|MANA SHIELD}} effect all happen after the combat&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters affect the strike order. Here is the sequence from the highest priority to the lowest:&lt;br /&gt;
#The special first strike of {{i|Reflex Potion}} and {{c|Assassin}}'s {{a|SWIFT HAND}} class trait&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result:''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has the newer attack speed. (Unless you are punished by Tikki Tooki, the monster would have slowed later on, thus having slow strike)&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
== Event orders and Special cases ==&lt;br /&gt;
Because the game handles the events (damage and such) with event handlers and event queue, the actual order of the events and the results are quite complicated. Long story short, the descriptions below will show only the result. &lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs, and strike order===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
Almost all new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
*If you strike '''first''' and remove a death protection from an {{m|Animated Armour}}, when the animated armor strikes you, its blow will be at '''normal strength''', not a weakened strength. &lt;br /&gt;
&lt;br /&gt;
However, {{t|Life steal}} and {{t|Curse Bearer}} apply directly after the strike, meaning the strike order matters here. Also {{c|Warlord}}'s {{a|Determined}} trait also applies right at the moment of attack, so strike order matters. Burning stack pop also happens right after the strike, which is described below. &lt;br /&gt;
&lt;br /&gt;
==={{t|Life steal}}===&lt;br /&gt;
The health you gain from life steal occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit. In contrast, if you have almost 150% health, since you can't heal above 150% health, striking slower is actually more benefical. &lt;br /&gt;
&lt;br /&gt;
==={{t|Curse Bearer}} and {{t|Cursed}}===&lt;br /&gt;
A monster with {{t|Curse Bearer}} applies one stack of curse '''directly after''' it damages the player. Similarly, one curse stack is removed '''directly after''' a monster without curse bearer trait is killed. This matters only in such a sharp edge cases, and generally it's not important at all. &lt;br /&gt;
&lt;br /&gt;
===Burning stack pop===&lt;br /&gt;
Attacking a burning monster directly adds a magical damage with player's attack, so no confusion here. The problem is when you have burning on the other monster. In that case, burning stack will pop '''right after''' player's attack. While this may not affect the fight, when the target monster has {{t|Curse Bearer}} trait, it becomes a problem as the curse applies directly after it is killed. So here's the result: &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster&lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
1 curse stack left. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack with {{t|Curse Bearer}}&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning pop, which kills the 'other' monster → 1 curse stack removed&lt;br /&gt;
0 curse stack left. &lt;br /&gt;
&lt;br /&gt;
===Knockback and Burning===&lt;br /&gt;
Actually, when the player strikes first, the monster's attack is '''fated to be applied''' after the player attacks him. However, the knockback event could apply after the player's attack, and it makes a confusion. &lt;br /&gt;
&lt;br /&gt;
If the player strikes first, &lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack when he survived the player's attack (even if it is dead from knockback damage!)&lt;br /&gt;
Whilst it may seems like the knockback occurs after the two attack events (because in intuition dead monster can't attack back), knockback is actually happening before the monster's attack. &lt;br /&gt;
&lt;br /&gt;
If the monster strikes first, &lt;br /&gt;
* Monster's attack&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Knockback&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Also it is notable that the knockback occurs before the burning stack pop; this is why the &amp;quot;doublekill&amp;quot; is pratically doable with knockback + burning. Knockback damage can't kill the second target, but it can reduce its health to 1 so that the burning pop could kill it. &lt;br /&gt;
&lt;br /&gt;
==={{c|Warlord}}'s {{a|DETERMINED}}===&lt;br /&gt;
From the class trait, Warlord gets 30% attack bonus whenever below 50% health. Unlike any other buff or debuff effects which is calculated based on the stats before the combat, Warlord only gets 30% attack bonus if you are below 50% health at that precise moment, making the strike order matters. If your health is above 50% health and you are going to finish off your opponent with first strike or having monster be slowed, you should calculate your damage output carefully if you can win the battle without the attack bonus. &lt;br /&gt;
&lt;br /&gt;
==={{c|Gorgon}}'s {{t|Death-gaze}}===&lt;br /&gt;
Gorgon's deathgaze ability deals unresistable 100% of your base damage to the monster before the combat if the monster's health is below deathgaze%. This special attack has interaction with some effects, but not with others. Precisely, the deathgaze event does not trigger knockback or burning stack pop, but it's otherwise same with the normal attack. For example, it will trigger {{t|Cowardly}} or {{t|Blinks}}. For example, let's say the Gorgon with knockback is striking the blinking monster, and the monster strikes first. &lt;br /&gt;
&lt;br /&gt;
* Deathgaze&lt;br /&gt;
* Blink: blink away&lt;br /&gt;
* Monster's attack (even if it is far from the player character)&lt;br /&gt;
* Player's attack (even if it is far from the player character)&lt;br /&gt;
* Blink (however, it only blinks when it is right next to the player. So, it wouldn't blink)&lt;br /&gt;
* Knockback (again, even if it is far from the player character!)&lt;br /&gt;
* Blink, if it gets damage from the knockback (but again, it would probably be far from the player character, so no blink)&lt;br /&gt;
&lt;br /&gt;
There is a known bug that deathgaze + {{t|Life steal}} can absorb health from the monster over the monster's remaining health limit. &lt;br /&gt;
&lt;br /&gt;
==={{c|Sorcerer}}'s {{a|MANA SHIELD}}===&lt;br /&gt;
Mana shield occur right after monster's attack. That's why in the normal circumstances (monster attacking first) mana shield is dealing the damage before the normal attack. Like Gorgon's deathgaze, mana shield also has no interaction with knockback or burning. &lt;br /&gt;
&lt;br /&gt;
==={{c|Assassin}}'s {{a|SWIFT HAND}}===&lt;br /&gt;
As described in the class trait, this effect overwhelms all other effects in the game. Assassin will insta-kill any lower level monster with no harm at all at any circumstances. {{t|Curse Bearer}} still applies, though. &lt;br /&gt;
&lt;br /&gt;
===Attack Speed Cancellation===&lt;br /&gt;
The slow strike and first strike effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the {{s|GETINDARE}} glyph or {{c|Rogue}} class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
&lt;br /&gt;
But for monster, the effect does not cancel out. {{t|slowed}} debuff will temporarily overwhelm the {{t|first strike}}. However, with punishment of {{g|Tikki Tokki}} a monster could have both at the same time. In this case the first strike overwhelms slowed debuff. &lt;br /&gt;
&lt;br /&gt;
==={{t|Retaliate: Fireball}}===&lt;br /&gt;
Using {{s|BURNDAYRAZ}} on the retaliating monster is similar to striking first, but the order of the events is slightly different. It might be a bug. &lt;br /&gt;
&lt;br /&gt;
* BURNDAYRAZ attack&lt;br /&gt;
* Retaliate&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
&lt;br /&gt;
Compare this to the melee case with the player's first strike. &lt;br /&gt;
&lt;br /&gt;
* Player's attack&lt;br /&gt;
* Burning stack pop&lt;br /&gt;
* Monster's attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WEYTWUT&amp;diff=56811</id>
		<title>WEYTWUT</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WEYTWUT&amp;diff=56811"/>
				<updated>2018-07-18T10:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=WEYTWUT&lt;br /&gt;
|ManaCost=8&lt;br /&gt;
|ShortDesc=swap places&lt;br /&gt;
|Effects=&lt;br /&gt;
* Swap position with a monster.&lt;br /&gt;
* Afflicts the target monster with {{t|Slowed}} (+1XP when killed, temporarily loses {{t|First strike}}, {{t|Retaliate: Fireball}}, {{t|Cowardly}}).&lt;br /&gt;
|Hotkey= T&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' WEYTWUT''' is the teleportation [[glyph]]. When cast on an enemy monster, the player will swap positions with it. The monster will also be{{t|Slowed}}. &lt;br /&gt;
&lt;br /&gt;
Slow prevents monsters from blinking, retaliating fireballs, and lets the player strike first (or disables the monsters first strike).&lt;br /&gt;
&lt;br /&gt;
Note that the glyph is affected by magic resistance, with the chance of failure rising with resistance. If casting fails mana is still lost, but there are no effects.  However, deities that award piety for the use of WEYTWUT still do so.&lt;br /&gt;
&lt;br /&gt;
{{g|Jehora Jeheyu}} and {{g|Tikki Tooki}} both provide piety when you use this glyph.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the Glyph ==&lt;br /&gt;
The '''WEYTWUT''' Glyph starts unlocked.&lt;br /&gt;
&lt;br /&gt;
This glyph is awarded for worshipping [[Jehora Jeheyu]]. You are not awarded it for converting to Jehora Jeheyu from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''WEYTWUT''' is a '''utility''' glyph for positioning the player and monsters, gaining an effective first strike against a monster and negating status effects such as first strike and fireball retailiation. It is one of the most versatile spells in the game despite its high mana cost.&lt;br /&gt;
&lt;br /&gt;
Its most obvious use is to remove enemies from player's path if they are blocking it. It is also extremely useful if ever the player is blocked in by moving dungeon walls or monsters, or if the player would like to position a monster in order to destroy walls or do damage from knockback.&lt;br /&gt;
&lt;br /&gt;
Since a slowed enemy will always strike after the player, it can also be used to emulate {{s|GETINDARE}} or natural first strike and give you an edge when fighting stronger monsters. Monsters with {{t|First Strike}} lose the trait completely when slowed, meaning that the player will be able to hit them first.  This works differently from when players are slowed, where first strike and slow strike cancel each other to result in normal striking speed. However, be aware the teleportation might uncover some blackspace which will heal the enemy! In this situations, moving the monster primarily to the fight into the explored area might be a good solution. &lt;br /&gt;
&lt;br /&gt;
Another trick during the early stages is to teleport weaker monsters (popcorn) into corners, afflicting them with slow. Since slow also grants +1 Bonus XP on kill, the player can &amp;quot;salt&amp;quot; his popcorn, making them more valuable for later use. &lt;br /&gt;
&lt;br /&gt;
Due to its mana high cost, '''WEYTWUT''' doesn't have any particular synergy with other glyphs by default, and loses most of its usefulness in the later stages of a run.  It can combine well with {{s|HALPMEH}} since a character with 13 mana can cast each glyph exactly once, allowing for a mid-battle heal followed by a WEYTWUT finisher, but often times HALPMEH must be used twice in order for the healing to be sufficient to survive an extra attack.  Characters with high maximum mana such as an {{r|Elf}}, or characters with reduced casting costs such as a {{c|Wizard}} or {{g|Mystera Annur}} worshipper can also get more leverage out of this glyph.  It is one of only two glyphs in the game to gain the full benefit of Mystera's '''Mystic Balance''' boon under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56808</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56808"/>
				<updated>2018-07-12T06:15:09Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Quest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5% |CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
| 5.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
| 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5%|CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| {{s|BURNDAYRAZ}} reduces enemy resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| {{q|Double Take}}&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed ({{s|ENDISWAL}} or knockback)&lt;br /&gt;
| {{q|Bonus Bravery: Slime Pit}}&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
| 4.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Soul.png]]&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the {{d|Cursed Oasis}} ''(a prepared {{i|Dragon Soul}} will not prevent this)''&lt;br /&gt;
| {{q|Bonus Bravery: Oasis}}, also dropped by the Cursed Shade in the {{d|Cursed Oasis}}&lt;br /&gt;
| 23&lt;br /&gt;
| 50&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| {{q|Ice and Fury}}&lt;br /&gt;
| 20&lt;br /&gt;
| 12&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for {{gold|(4+2n)}}&lt;br /&gt;
| {{q|The Realm's Finest}}&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting {{s|BURNDAYRAZ}}; small item&lt;br /&gt;
| {{q|Halflings, Ho!}}&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| {{q|Minecraft}}&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| {{q|Confidence}}&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 {{t|Damage Reduction}} per character level; your attacks are {{t|Slowed}}&lt;br /&gt;
| {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
| 3.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 4.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
| 3.1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
| 2.1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Provides 5 health and 3 mana when carried. When activated, the orb is consumed and every enemy on the current level will have its maximum health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slayer Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes mana burn&lt;br /&gt;
| Always Available&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 2&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 4&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
&lt;br /&gt;
Do not use Reflex potion with this as you do not get additional one hit. &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop Scroll.png]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjacent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
|{{b|Thief Den|Level 3|Mossy Isle Casino}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Items Found In Dungeons =&lt;br /&gt;
&lt;br /&gt;
== Subdungeon Items ==&lt;br /&gt;
&lt;br /&gt;
These items are most often found in subdungeons and class challenge runs, and are not available for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.&lt;br /&gt;
&lt;br /&gt;
=== Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|{{va|Forlorn}}&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Penance.png]]&lt;br /&gt;
|{{va|Penance}}&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Soul Orb.png]]&lt;br /&gt;
|{{va|Cracked Soul Orb}}&lt;br /&gt;
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stone Sigil.png]]&lt;br /&gt;
|{{va|Crumbling Ward}}&lt;br /&gt;
| Can be consumed for +15 Piety. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Dairy Diary}}&lt;br /&gt;
| Activate to read a diary of a goat. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Dented Helm}}&lt;br /&gt;
| +1 Mana Point +1 Damage. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|18&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining Blade.png]]&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat Horn.png]]&lt;br /&gt;
|{{va|Goat Horn}}&lt;br /&gt;
| +5% attack damage; small item&lt;br /&gt;
|Found in {{CC|Warlord|Gold|Terror's End}}, [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Ward.png‎]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMMISI(?)}}&lt;br /&gt;
| Reveals the entire map and poison the user upon activation.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Long Rant}}&lt;br /&gt;
| Adds 3 layers of Corrosion to enemies on the same dungeon level. &lt;br /&gt;
| [[Subdungeon]] or Gaan'Telet&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|[[Mass09 Ledger]]}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera Scripture.png]]&lt;br /&gt;
|{{va|Mystera Scripture}}&lt;br /&gt;
| Can be consumed to add +1 Max Mana&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatloaf.png]]&lt;br /&gt;
|{{va|Nom Nom}}&lt;br /&gt;
| Can be consumed to add +1 HP per level, but it also poisons the user.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual Scroll.png]]&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pepper the Dog.png]]&lt;br /&gt;
|{{va|Pepper the Dog}}&lt;br /&gt;
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.&lt;br /&gt;
| [[Subdungeon]] or Priest Bronze Challenge&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Spider Amulet}}&lt;br /&gt;
| Adds +10 HP, but attempts to poison the user every time they level up.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of Binding.png]]&lt;br /&gt;
|{{va|Wand of Binding}}&lt;br /&gt;
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET&lt;br /&gt;
| Subdungeon&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wisp Gem.png]]&lt;br /&gt;
|{{va|Wisp Gem}}&lt;br /&gt;
| +5% base damage; small item&lt;br /&gt;
| Subdungeon, various monsters in several dungeons drop them&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
|Adds 20% phys resist&lt;br /&gt;
|[[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet.png]]&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
|Gives 35 CP upon conversion from the ground. If picked up, spawns two enemies: [[File:Thrall.png]] [[Thrall]], L9 &amp;amp; L1 ({{t|Mana Burn}}, {{t|Poisonous}}, {{t|Undead}}). Need to be careful since L9 could spawn right on top of the exit.&lt;br /&gt;
|[[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blade of Yin.png]]&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
|Adds 3 base damage, can be consumed to grant Death Protection, small item&lt;br /&gt;
|[[Subdungeon]]: Yin and Yang&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Essence Potion.PNG]]&lt;br /&gt;
|{{va|Essence Potion}}&lt;br /&gt;
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found&lt;br /&gt;
|[[Subdungeon]]: Metal Spider Temple, touching the altar&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Heart.png]]&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
|Adds 3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
|[[Subdungeon]]: Draco&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb Of Lethar.png]]&lt;br /&gt;
|{{va|Orb of Lethar}}&lt;br /&gt;
|If the level  boss is visible, this orb can be destroyed to slow it down.&lt;br /&gt;
|{{CC|Crusader|Bronze|The Ratlings}}&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Protect.EXE}}&lt;br /&gt;
| Can be consumed to add a layer of Death Protection; two charges; small item&lt;br /&gt;
| Subdungeon: Wizard.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual of Midas.png]]&lt;br /&gt;
|{{va|Ritual of Midas}}&lt;br /&gt;
| This ritual scroll can be used to summon the Golden Mantle of Midas, enchanted with a unique protective power. Requires 80 gold to activate.&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|Strange Mixture}}&lt;br /&gt;
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.&lt;br /&gt;
| [[Subdungeon]]: Jadetooth&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Wand of Splosion}}&lt;br /&gt;
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions&lt;br /&gt;
| [[Subdungeon]]: El Potion Loco&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall Cruncher.png]]&lt;br /&gt;
|{{va|Wall Cruncher}}&lt;br /&gt;
|Activate to destroy walls directly to the N, E, S and W of your position, small item&lt;br /&gt;
|Subdungeon&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whisper Charm.png]]&lt;br /&gt;
|{{va|Whisper Charm}}&lt;br /&gt;
| Adds +4% physical resistance&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| Adds +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Recipe Scroll.png]]&lt;br /&gt;
|{{va|Recipe Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon&lt;br /&gt;
| [[Subdungeon]]: Vegetarian Vampire&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeon Boss Rewards ==&lt;br /&gt;
&lt;br /&gt;
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: {{d|Dragon Isles}}&lt;br /&gt;
|23&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: {{d|Namtar's Lair}}&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: {{d|Demonic Library}}&lt;br /&gt;
|35&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and increases health and mana potion effectiveness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: {{d|Naga City}}&lt;br /&gt;
|12&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the {{d|Havendale Bridge}}&lt;br /&gt;
|25&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Quest Items with Codex Entries: ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|'Tea'}}&lt;br /&gt;
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.&lt;br /&gt;
| [[Subdungeon]]: Orc unlock subdungeon&lt;br /&gt;
| 0&lt;br /&gt;
| n\a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Philosopher's Stone.png]]&lt;br /&gt;
|{{va|Philosopher's Stone}}&lt;br /&gt;
| If you take it back to the kingdom it unlocks [[Alchemist]]&lt;br /&gt;
| After upgrading Bazaar to level 2, it starts spawning in shops until you buy it and take it out&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Midas Mantle.png]]&lt;br /&gt;
|{{va|Midas Mantle}}&lt;br /&gt;
| {{t|Death Gaze Immune}}&lt;br /&gt;
| Only appears in the {{CC|Rogue|Silver|Wrath of Midas}}. Required {{i|Ritual of Midas}} to be activated for 80 gold.&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|&amp;quot;Courage Juice&amp;quot;}}&lt;br /&gt;
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.&lt;br /&gt;
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== God Items with Codex Entries ==&lt;br /&gt;
&lt;br /&gt;
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing Guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skullpicker.png]]&lt;br /&gt;
|{{va|Skullpicker}}&lt;br /&gt;
| Adds +5 base damage, and Taurog punishes you if you convert it.&lt;br /&gt;
| {{boon|Taurog's Blade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wereward.png]]&lt;br /&gt;
|{{va|Wereward}}&lt;br /&gt;
| Adds -5 damage reduction, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Shield}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloat.png]]&lt;br /&gt;
|{{va|Gloat}}&lt;br /&gt;
| Adds +15% Magic Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Helm}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Will.png]]&lt;br /&gt;
|{{va|Will}}&lt;br /&gt;
| Adds +15% Physical Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Armour}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|0&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Unlisted Items =&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 13&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Conversion Fodder =&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4.06 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}} (3.33 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=56799</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=56799"/>
				<updated>2018-07-04T10:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Level 1 Double Bosskill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&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;
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=== 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: [[Halfling]], [[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;
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=== 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. Often regen-fighting is one good way to deal with the nasty monsters. Debuffs that applies on each hit ({{t|Weakened}}, {{t|Cursed}}, etc) are not a big concern for a striker. Instead, positive effects applied on attacks are ineffective. Monsters with low health are good targets. &lt;br /&gt;
* '''Tank''': Characters who will be able to tank much damage. Tanks can &amp;quot;burst&amp;quot; damage on target better than strikers, but regen-fight is very ineffective. &lt;br /&gt;
* '''Caster''': Characters relying on heavy use of glyphs to deal damage. There are two types of casters: {{s|BURNDAYRAZ}} casters and {{s|PISORF}} casters (also known as punchomancer). Maximum mana and method to heal mana are great concerns of casters. Sometimes casters completely gives up their normal attacks. Low health monsters are goot targets, and they can ignore lots of malcious debuffs. &lt;br /&gt;
* '''Regen-fighter''': characters able to heal faster than the monsters. There are three important aspects for regen-fighters, '''damage''', '''defense''', and '''poison'''. Maximum health or mana is not an interest for them. Certain glyphs or items will help regen-fighters immensely. Low damage monsters are good targets regardless of their health pool, but debuffing monsters are just out of question. &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;
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Some other builds are described in the [[Strategy#Power builds and other odd tricks|power builds]] section, and the [[class]] pages.&lt;br /&gt;
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=== 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;
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==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 {{d|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 {{s|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 {{c|Fighter}}, {{c|Wizard}}, {{c|Tinker}}, {{c|Half-Dragon}}, and {{c|Rat Monarch}}&lt;br /&gt;
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===Scouting mana investment===&lt;br /&gt;
While scouting, you probably will have plenty of mana left. Instead of wasting it, {{s|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 {{i|Balanced Dagger}}.&lt;br /&gt;
&lt;br /&gt;
If you already are worshiping a god rewarding glyph use such as {{g|Mystera Annur}}, {{g|Binlor}} or {{g|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 {{s|APHEELSIK}} 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;
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===Exploration===&lt;br /&gt;
''Main article : [[Exploration]]''&lt;br /&gt;
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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;
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So don't be shy in exploration, but explore wisely. (Easier said than done, no?)&lt;br /&gt;
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As said before, if you don't expect to [[Battle of attrition|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;
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===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;
*{{s|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 {{i|Balanced Dagger}}&lt;br /&gt;
*{{c|Fighter}}s and {{r|Goblin}}s 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 {{g|Glowing Guardian}}, {{g|Tikki Tooki}} or {{g|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;
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===Popcorn collection===&lt;br /&gt;
''Main article : [[Popcorn]]''&lt;br /&gt;
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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;
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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 L1 hero killing a L9 monster gets 67 experience, and will suddenly catapult to level 5.&lt;br /&gt;
* A L2 hero killing the same L9 monster gets &amp;quot;only&amp;quot; 53 experience.&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 monster with {{t|Life steal}} and {{t|Blinks}} 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 {{t|Weakening}} or {{t|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: {{g|Taurog}} loves it when you kill spellcasters with {{t|Magical attack}}, and the {{g|Glowing Guardian}} {{t|Undead}}, but others hate when you kill the wrong target: {{g|Dracul}} does not like when you kill {{t|Undead}}, and {{g|Mystera Annur}} when you kill spellcasters.&lt;br /&gt;
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===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;
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So think twice before picking something up, and think twice too before converting an object.&lt;br /&gt;
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In the same way, spend you gold wisely in the shops.&lt;br /&gt;
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=== 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 {{g|Taurog}}, you can still get limited use from some glyphs. The effects of {{s|CYDSTEPP}}, {{s|BYSSEPS}}, and {{s|GETINDARE}} will persist after you convert them, and those effects activating will ''not'' anger {{g|Taurog}} (or {{g|Binlor Ironshield}}, for that matter), so it can be very beneficial to pick up and activate these glyphs (especially {{s|CYDSTEPP}} for non-Fighters), before beginning worship, then convert them afterwards for [[Gods#Piety_and_Altars|piety]] and the racial effect.&lt;br /&gt;
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{{s|LEMMISI}} is another situation where you might want to convert early, once you've done enough exploration with it.&lt;br /&gt;
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=== God selection ===&lt;br /&gt;
''Main article : [[gods]]''&lt;br /&gt;
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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;
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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;
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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;
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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;
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'''Here is short review of existing gods:'''&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor is a god of resistance, resistance erosion and {{t|Might}}. It is mainly fueled from wall destruction. It will help you tank huge damage and increase your attack. When used correctly, the {{t|Knockback}} effect granted by the {{boon|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 {{boon|Petition}} 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;
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==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;
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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;
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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;
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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;
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==Combat tricks==&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
''Main article : [[Strike Order]]''&lt;br /&gt;
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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;
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=== 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;
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=== Regen-fighting ===&lt;br /&gt;
''Main article : [[regen-fighting]]''&lt;br /&gt;
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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;
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===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;
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=== 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;
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=== Brawling ===&lt;br /&gt;
''Main article : [[brawling]]''&lt;br /&gt;
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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;
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==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;
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===Level 1 Boss Fight===&lt;br /&gt;
Some classes, such as {{c|Rogue}} or {{c|Crusader}}, have enough damage output to snipe the boss at level 1. {{r|Orc}} is preferred as how much damage they can pull out at level 1. Since 10th level boss can kill you at a single blow, {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, and {{t|Death Protection}} are required. With proper preparations and some god luck, it's even possible to snipe the standard health level 10 boss with Vicious Token. Caster builds can also kill the boss at level 1, such as Acid Caster. Acid Caster is described below. &lt;br /&gt;
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===Level 1 Double Bosskill===&lt;br /&gt;
As a lower classification of Level 1 Boss Fight, it's possible to do '''Level 1 Double Bosskill'''. It's not practically possible because the only two ways to attack two monsters at once are knockback and burning. But knockback cannot kill the second target; while the burning stack has too low damage to finish a monster off. However, if you do the two at the same time, it's possible to kill two targets at once. Other classes can theoretically do the trick, but the {{c|Rat Monarch}} can deal a massive damage to the second target so it's considerably easier.&lt;br /&gt;
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===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 {{boon|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;
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Explore the whole level before beginning the boss fight, and use all your mana potions and piety (for {{boon|Clearance}} - you can generate plants cheaply with {{boon|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;
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===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;
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===Lower Level Hunter===&lt;br /&gt;
Normally, it's necessary to earn bonus experience to win a dungeon. In general cases the bonus experience comes from killing the higher level monsters. But what about if you can earn lots of bonus experience from the other source? Being a {{r|Goblin}} or taking {{i|Amulet of Yendor}} are good ways to do this, but these are often not enough. {{g|Tikki Tooki}} can give you a massive bonus experiences from 2-3 shots of {{boon|Tikki's Edge}}, and it makes you not forced to fight higher level monsters. You can earn tons of piety under Tikki Tooki, buy good boons, and snipe the boss with the remaining resources that you never used. {{c|Assassin}} is a fabulous class to do this trick because of the {{a|SWIFT HAND}} class trait. {{c|Fighter}} or other high damage classes can do the trick. {{g|Dracul}} provides {{boon|Blood Curse}} for assassins to effectively start from level 2. &lt;br /&gt;
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{{GoAs}} of TT is a greatest class-god combination. It can effectively skip the whole leveling phase and face the boss with every resources left on the ground. You can make the dodge chance starts from 100% with free {{s|GETINDARE}} if you want. Early {{s|WONAFYT}} makes it even better, it gives tons of bonus XP on top of alreath overflowing XP, and when you face the boss you would have 3/4 f the blackspaces left for you, who have {{s|APHEELSIK}} in the pocket.&lt;br /&gt;
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=== TT Punchbag (Infinite TT Piety) ===&lt;br /&gt;
If your attack power is 0 and the incoming damage is also 0, you can infinitely attack the monster. When you do this with {{boon|Dodging}} under {{g|Tikki Tooki}}, you can gain infinite piety; you will finally have 4x {{t|Learning}}, 10% {{t|Dodge}}, 9x {{t|Poisonous}}, and some reflex/quicksilver potions if you want. You can convert to {{g|Jehora Jeheyu}} afterward and getting near infinite piety. &lt;br /&gt;
&lt;br /&gt;
To make your attack power 0, first you need to find {{t|weakening}} enemy or get punished by TT (although not recommended), so that your base attack becomes 1. Base attack cannot become lower than 1. {{d|Vicious Gaan-Telet}} or {{d|Naga City}}, for example, have weakening enemy. You also need to have negative attack bonus. Being a certain class such as a {{c|Monk}} gives you negative damage bonus from the start; otherwise you need to find {{i|Bloody Sigil}} or {{i|Mage Plate}}. {{boon|Flames}} is possible but making the conversion chain might be hard to achieve. &lt;br /&gt;
&lt;br /&gt;
To make incoming damage 0, you need to have enough {{t|Damage Reduction}} such as {{i|Platemail}} or {{i|Shield}}. Plants were possible targets at the past, but after an update, plants now die after two hits.&lt;br /&gt;
&lt;br /&gt;
===Infinimuter===&lt;br /&gt;
These strategy kinda leverages a bug with {{c|Transmuter}}. If the Transmuter triggers the {{a|SPIRIT SWORD}} after his maximum mana is lowered, spirit sword does not absorb your mana bar but fills it instead. Gaining maximum mana or levelling up rejects the bug. It's theoretically possible to perform this trick without the bug, but you would have to enlarge your health and mana pool too much thus it is practically not possible to do. You need all of these: &lt;br /&gt;
&lt;br /&gt;
* {{i|Fire Heart}}&lt;br /&gt;
* {{s|HALPMEH}}&lt;br /&gt;
* {{s|BLUDTUPOWA}}&lt;br /&gt;
* Item that increases mana, such as {{i|Pendant of Mana}}: you can almost guarantee to have one of these in the shops with proper veto slots. &lt;br /&gt;
* As much maximum mana and health as possible. {{g|Jehora Jeheyu}} is the best god. {{r|Dwarf}} is the best choice, but other races can do it though being very hard. &lt;br /&gt;
&lt;br /&gt;
With Fire Heart + HALPMEH + BLUDTUPOWA, and enough health and mana pool, you can start to execute an infinite loop. Then you can gain infinite conversion points, which makes you auto-win the dungeon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56796</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56796"/>
				<updated>2018-06-28T17:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* When to use bloodpools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
* {{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. Or, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Wallbreakers works wonderful.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Bloodpools can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage.&lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56795</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56795"/>
				<updated>2018-06-28T17:18:34Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: 'space' is both countable and uncoutable noun at the same time, but when you use the uncountable one, keep it a singular form.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except bandit and goat in the courtyard. In the tower the dungeon hosts no zombies either. Monster difficulty on the courtyard (main map) level is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
* {{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. Or, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Wallbreakers works wonderful.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} can be used on the bigger tower levels to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger levels. Builds relying heavily on blackspace can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be used to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XP in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspace ===&lt;br /&gt;
Blackspace is very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is the blackspace which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
This blackspace has no use except for regeneration. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspace so that you can access bloodpools without exploring blackspace. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so a lot of blackspace is required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Blackspace can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuffs. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on bloodpools too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage. &lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56785</id>
		<title>Taurog</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56785"/>
				<updated>2018-06-23T14:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Preparation Panelty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Taurog&lt;br /&gt;
|ShortHand=TA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+2}} for each killed enemy.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* -40% bonus damage and enemies gain 10% Magic resist.&lt;br /&gt;
* -10% bonus damage and enemies gain 10% Magic resist, for converting one of his gear&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* All enemies are {{t|Cowardly}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
Kill an enemy: {{Piety|+4}}.&lt;br /&gt;
&lt;br /&gt;
Kill a {{t|Magical attack}} enemy: {{Piety|+8}}.&lt;br /&gt;
&lt;br /&gt;
Convert a [[glyph]]: {{Piety|+10}}.&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
Use a glyph: {{Piety|-2}} per use.&lt;br /&gt;
&lt;br /&gt;
Convert Taurog's Equipment: Instant punishment.&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Taurog's Blade}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Skullpicker}} (+5 Base Damage) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Shield}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Wereward}} ({{t|Damage Reduction}}: 5) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Helm}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Gloat}} ({{t|Magic resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Armour}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Will}} ({{t|Physical resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Unstoppable Fury}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 (+10)}}&lt;br /&gt;
:'''Prerequisite''': Must be equipped with all of Taurog's equipment &lt;br /&gt;
:'''Effect''': Grants {{t|Death Protection}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} is a deity of warfare, battle, and savagery.  He relishes combat and detests weak and spineless spellcasters.  Taurog is one of the most generous deities in the game when it comes to piety, giving huge amounts of it to followers and barely punishing them at all for infractions.  His simplicity and easy-going nature makes Taurog a favorite deity of beginner players or those looking to abuse Pactmaker.&lt;br /&gt;
&lt;br /&gt;
Taurog's boons come with a trade-off, however; as items they occupy an inventory slot and reduce your maximum mana by 1.  Although there are ways to deal with the loss of mana, the inventory space requirement is quite problematic as Taurog will punish you for destroying one of the items, ''even if you convert to another god beforehand''.&lt;br /&gt;
&lt;br /&gt;
Taurog is obtained in a sub-dungeon in the west.  Inside a massive arena is Taurog's altar.  Stepping on the altar will summon four guardians which you must battle to prove your worth to Taurog.  Ironically, you are not prohibited from using spellcasting against these guardians, and in practice it's difficult to defeat them ''without'' casting spells due to the fact that they gain death protection.  Taurog's subdungeon is by far the largest unexplored subdungeon in the game, but does not become unexplored until you step on the altar to trigger it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
Taurog's boons vary greatly in value depending on your class and how many preparations you used.  As you progress further into Desktop Dungeons, you will unlock more powerful items to purchase from shops, more preparations that use inventory space, and encounter more dangerous dungeons... which will frequently contain [[gold]] rewards with which to purchase those powerful items you've unlocked!  Taurog's items don't compare favourably to many of these items, and as a result filling your inventory with his gear will limit your ability to use these very powerful items.  This can frequently be offset by spending gold on other things, such as potions or Tikki-Tooki piety, but sometimes it will just make you weaker in the long-run.  For new players and Purist runs, however, this often isn't a big deal and Taurog works well for most combat-oriented classes and even the occasional magic-oriented class.  You can also free up item space by preparing a {{i|Compression Seal}}: if necessary, this can be used on one of Taurog's items (Taurog doesn't mind if you make his items small).&lt;br /&gt;
&lt;br /&gt;
The simplest and most common way to use Taurog is to gain piety with him to fuel a pact with {{g|The Pactmaker}}, or else convert to another deity to spend it.  Very few deities can produce as much piety as effortlessly as Taurog does, enabling you to fuel some of the Pactmaker's most expensive boons.  This will also allow you to completely sidestep Taurog's drawbacks, and your maximum MP and inventory space will be unaffected.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
The best classes for Taurog are the {{c|Berserker}}, {{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}, and (perhaps surprisingly) the {{c|Sorcerer}}.  The first four classes are strong simply because they can take the {{i|Gloat}} ({{c|Berserker}}) or {{i|Wereward}} ({{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}) to stack resists.  In contrast, Taurog works well with the Sorcerer, due to the class's casting abilities being biased towards melee combat and having the extra mana to afford his boons.&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Get In and Get Out'''&lt;br /&gt;
&lt;br /&gt;
Taurog works best as an early game deity, due to {{i|Skullpicker}}.  At LV1/2, it's an absolutely massive boost to your attack power and can get you quite a lot of bonus experience.  And since you won't have found many glyphs yet, you'll still have a lot of them available for conversion ({{piety|+10}}) and not that many in your inventory for the penalty for using them ({{piety|-2}}).&lt;br /&gt;
&lt;br /&gt;
To take advantage of this, you can grab an early {{boon|Taurog's Blade}} off of one kill, one glyph conversion, and six &amp;quot;sparkles&amp;quot;. Then you slowly work your way up towards {{piety|75}}, grab the more appropriate resist item while leveling for your dungeon, and convert out.&lt;br /&gt;
&lt;br /&gt;
Excellent choices to convert to are {{g|Mystera Annur}} or {{g|Jehora Jeheyu}} to replace your lost mana or {{g|Dracul}} to stack resists with {{boon|Blood Shield}} and take advantage of the blood pools you've created. {{g|Tikki Tooki}} and {{g|The Earthmother}} can also be strong choices to convert to due to their ability to get large amounts of late game piety, but they don't have the same synergy with Taurog's boons.  {{g|Glowing Guardian}} and {{g|Binlor Ironshield}} are not recommended, as like Taurog they are better in the early game.&lt;br /&gt;
&lt;br /&gt;
{{boon|Body Pact}} from {{g|The Pactmaker}} is an amazing boon that provides +1% to both resists when a monster hits you for the first time.  Since each trigger of {{boon|Body Pact}} costs {{piety|4}} and each monster kill with {{g|Taurog}} provides {{piety|4}}, this matches up perfectly.  If you use any extra piety (from converting glyphs or killing monsters with magical attack) to buy one or both of Taurog's resist items, you can easily get up to 50% resists.  Throw in a {{i|Dragon Shield}}, {{i|Tower Shield}}, or {{i|Elven Boots}}, and you can easily hit the resist cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resist Stacking'''&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}}, {{g|Binlor Ironshield}}, and {{g|Glowing Guardian}} all have boons that boost your resists.  And all have them have some nasty piety penalties for common actions like drinking potions or gaining a level. One Taurog strategy is to use him as a way to escape those restrictive deities while cranking your resists even higher.  And then once you grab the appropriate resist boon(s), converting out to a third deity to get even more boons.  n fact, if the deity you left was Dracul, you may even want to convert back once your drink all your potions!  &lt;br /&gt;
&lt;br /&gt;
This strategy is quite useful in {{d|Naga City}}, if you have the piety to spare in the arena, since you're guaranteed a Taurog altar and source of piety to convert in and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Converting Gears'''&lt;br /&gt;
&lt;br /&gt;
Taurog's punishment is very harsh for melee characters or spellcasters without ability to erode magic resist. But converting his gear is not actually very critical. If you are playing human and are able to hit the conversion threshold with 60 CP, the punishment and race bonus exactly cancles out so you can ''freely'' convert one of his gears to empty up your inventory space, given mere magic resists are not important. Halfling can endure -10% bonus attack and make one health potion, and this potion can save your run in edge cases. Best target item is {{i|Gloat}} or {{i|Will}} depending on the boss' attack type. -10% bonus damage is not very harsh anyway, because you already got +5% damage bonus from purchasing his boon anyway. Generally -1 max mana is more serious problem here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{boon|Unstoppable Fury}}'''&lt;br /&gt;
&lt;br /&gt;
Taurog has one of the most incredibly powerful boons at his disposal: Unstoppable Fury.  This allows you to chain multiple death protections at the end of a boss fight.  Against high-damage bosses, this can be extremely powerful, if you can handle the requirement of having all of Taurog's items.  This is a high opportunity cost for most characters, and keeps this boon from being used too often.  But it's something to keep in mind if you're stuck and have access to a lot of piety.  It's generally a bad idea to commit to this approach until you've unveiled any randomly generated boss; encountering something with high physical resistances after having crippled your magical abilities can be disastrous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparation Panelty and Monster Behavior ==&lt;br /&gt;
&lt;br /&gt;
Taurog's preparation panelty is giving all monsters in the main dungeon level {{t|cowardly}} trait. This makes a fight versus a monster in the edge of the sight harder, and may lead to a waste of blackspaces. Preparing {{i|Bear Mace}} is one way to counter the panelty, however, it's more like the preparation panelty is shadowed by the item's drawback and not completely gone. It may be useful to know what direction the monster will run away at some positions. This may not be a important knowledge, but it can at least save some blackspaces. &lt;br /&gt;
&lt;br /&gt;
The diagrams below shows the direction a monster runs. The yellow spaces indicates the player character and the grey spaces walls. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 &lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || ↗ || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || ↖ || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || ↗ || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || ↘ || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| 　 || ↑ || 　 || ↑ || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || ↓ || 　 || ↓ || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || ← || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || ↓ || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || ↓ || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || ← || 　 || style=&amp;quot;background-color:grey;&amp;quot;| 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56784</id>
		<title>Taurog</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56784"/>
				<updated>2018-06-23T14:20:18Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Advanced Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Taurog&lt;br /&gt;
|ShortHand=TA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+2}} for each killed enemy.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* -40% bonus damage and enemies gain 10% Magic resist.&lt;br /&gt;
* -10% bonus damage and enemies gain 10% Magic resist, for converting one of his gear&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* All enemies are {{t|Cowardly}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
Kill an enemy: {{Piety|+4}}.&lt;br /&gt;
&lt;br /&gt;
Kill a {{t|Magical attack}} enemy: {{Piety|+8}}.&lt;br /&gt;
&lt;br /&gt;
Convert a [[glyph]]: {{Piety|+10}}.&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
Use a glyph: {{Piety|-2}} per use.&lt;br /&gt;
&lt;br /&gt;
Convert Taurog's Equipment: Instant punishment.&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Taurog's Blade}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Skullpicker}} (+5 Base Damage) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Shield}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Wereward}} ({{t|Damage Reduction}}: 5) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Helm}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Gloat}} ({{t|Magic resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Armour}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Will}} ({{t|Physical resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Unstoppable Fury}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 (+10)}}&lt;br /&gt;
:'''Prerequisite''': Must be equipped with all of Taurog's equipment &lt;br /&gt;
:'''Effect''': Grants {{t|Death Protection}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} is a deity of warfare, battle, and savagery.  He relishes combat and detests weak and spineless spellcasters.  Taurog is one of the most generous deities in the game when it comes to piety, giving huge amounts of it to followers and barely punishing them at all for infractions.  His simplicity and easy-going nature makes Taurog a favorite deity of beginner players or those looking to abuse Pactmaker.&lt;br /&gt;
&lt;br /&gt;
Taurog's boons come with a trade-off, however; as items they occupy an inventory slot and reduce your maximum mana by 1.  Although there are ways to deal with the loss of mana, the inventory space requirement is quite problematic as Taurog will punish you for destroying one of the items, ''even if you convert to another god beforehand''.&lt;br /&gt;
&lt;br /&gt;
Taurog is obtained in a sub-dungeon in the west.  Inside a massive arena is Taurog's altar.  Stepping on the altar will summon four guardians which you must battle to prove your worth to Taurog.  Ironically, you are not prohibited from using spellcasting against these guardians, and in practice it's difficult to defeat them ''without'' casting spells due to the fact that they gain death protection.  Taurog's subdungeon is by far the largest unexplored subdungeon in the game, but does not become unexplored until you step on the altar to trigger it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
Taurog's boons vary greatly in value depending on your class and how many preparations you used.  As you progress further into Desktop Dungeons, you will unlock more powerful items to purchase from shops, more preparations that use inventory space, and encounter more dangerous dungeons... which will frequently contain [[gold]] rewards with which to purchase those powerful items you've unlocked!  Taurog's items don't compare favourably to many of these items, and as a result filling your inventory with his gear will limit your ability to use these very powerful items.  This can frequently be offset by spending gold on other things, such as potions or Tikki-Tooki piety, but sometimes it will just make you weaker in the long-run.  For new players and Purist runs, however, this often isn't a big deal and Taurog works well for most combat-oriented classes and even the occasional magic-oriented class.  You can also free up item space by preparing a {{i|Compression Seal}}: if necessary, this can be used on one of Taurog's items (Taurog doesn't mind if you make his items small).&lt;br /&gt;
&lt;br /&gt;
The simplest and most common way to use Taurog is to gain piety with him to fuel a pact with {{g|The Pactmaker}}, or else convert to another deity to spend it.  Very few deities can produce as much piety as effortlessly as Taurog does, enabling you to fuel some of the Pactmaker's most expensive boons.  This will also allow you to completely sidestep Taurog's drawbacks, and your maximum MP and inventory space will be unaffected.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
The best classes for Taurog are the {{c|Berserker}}, {{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}, and (perhaps surprisingly) the {{c|Sorcerer}}.  The first four classes are strong simply because they can take the {{i|Gloat}} ({{c|Berserker}}) or {{i|Wereward}} ({{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}) to stack resists.  In contrast, Taurog works well with the Sorcerer, due to the class's casting abilities being biased towards melee combat and having the extra mana to afford his boons.&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Get In and Get Out'''&lt;br /&gt;
&lt;br /&gt;
Taurog works best as an early game deity, due to {{i|Skullpicker}}.  At LV1/2, it's an absolutely massive boost to your attack power and can get you quite a lot of bonus experience.  And since you won't have found many glyphs yet, you'll still have a lot of them available for conversion ({{piety|+10}}) and not that many in your inventory for the penalty for using them ({{piety|-2}}).&lt;br /&gt;
&lt;br /&gt;
To take advantage of this, you can grab an early {{boon|Taurog's Blade}} off of one kill, one glyph conversion, and six &amp;quot;sparkles&amp;quot;. Then you slowly work your way up towards {{piety|75}}, grab the more appropriate resist item while leveling for your dungeon, and convert out.&lt;br /&gt;
&lt;br /&gt;
Excellent choices to convert to are {{g|Mystera Annur}} or {{g|Jehora Jeheyu}} to replace your lost mana or {{g|Dracul}} to stack resists with {{boon|Blood Shield}} and take advantage of the blood pools you've created. {{g|Tikki Tooki}} and {{g|The Earthmother}} can also be strong choices to convert to due to their ability to get large amounts of late game piety, but they don't have the same synergy with Taurog's boons.  {{g|Glowing Guardian}} and {{g|Binlor Ironshield}} are not recommended, as like Taurog they are better in the early game.&lt;br /&gt;
&lt;br /&gt;
{{boon|Body Pact}} from {{g|The Pactmaker}} is an amazing boon that provides +1% to both resists when a monster hits you for the first time.  Since each trigger of {{boon|Body Pact}} costs {{piety|4}} and each monster kill with {{g|Taurog}} provides {{piety|4}}, this matches up perfectly.  If you use any extra piety (from converting glyphs or killing monsters with magical attack) to buy one or both of Taurog's resist items, you can easily get up to 50% resists.  Throw in a {{i|Dragon Shield}}, {{i|Tower Shield}}, or {{i|Elven Boots}}, and you can easily hit the resist cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resist Stacking'''&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}}, {{g|Binlor Ironshield}}, and {{g|Glowing Guardian}} all have boons that boost your resists.  And all have them have some nasty piety penalties for common actions like drinking potions or gaining a level. One Taurog strategy is to use him as a way to escape those restrictive deities while cranking your resists even higher.  And then once you grab the appropriate resist boon(s), converting out to a third deity to get even more boons.  n fact, if the deity you left was Dracul, you may even want to convert back once your drink all your potions!  &lt;br /&gt;
&lt;br /&gt;
This strategy is quite useful in {{d|Naga City}}, if you have the piety to spare in the arena, since you're guaranteed a Taurog altar and source of piety to convert in and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Converting Gears'''&lt;br /&gt;
&lt;br /&gt;
Taurog's punishment is very harsh for melee characters or spellcasters without ability to erode magic resist. But converting his gear is not actually very critical. If you are playing human and are able to hit the conversion threshold with 60 CP, the punishment and race bonus exactly cancles out so you can ''freely'' convert one of his gears to empty up your inventory space, given mere magic resists are not important. Halfling can endure -10% bonus attack and make one health potion, and this potion can save your run in edge cases. Best target item is {{i|Gloat}} or {{i|Will}} depending on the boss' attack type. -10% bonus damage is not very harsh anyway, because you already got +5% damage bonus from purchasing his boon anyway. Generally -1 max mana is more serious problem here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{boon|Unstoppable Fury}}'''&lt;br /&gt;
&lt;br /&gt;
Taurog has one of the most incredibly powerful boons at his disposal: Unstoppable Fury.  This allows you to chain multiple death protections at the end of a boss fight.  Against high-damage bosses, this can be extremely powerful, if you can handle the requirement of having all of Taurog's items.  This is a high opportunity cost for most characters, and keeps this boon from being used too often.  But it's something to keep in mind if you're stuck and have access to a lot of piety.  It's generally a bad idea to commit to this approach until you've unveiled any randomly generated boss; encountering something with high physical resistances after having crippled your magical abilities can be disastrous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparation Panelty ==&lt;br /&gt;
&lt;br /&gt;
Taurog's preparation panelty is giving all monsters in the main dungeon level {{t|cowardly}} trait. This makes a fight versus a monster in the edge of the sight harder, and may lead to a waste of blackspaces. Preparing {{i|Bear Mace}} is one way to counter the panelty, however, it's more like the preparation panelty is shadowed by the item's drawback and not completely gone. It may be useful to know what direction the monster will run away at some positions. This may not be a important knowledge, but it can at least save some blackspaces. &lt;br /&gt;
&lt;br /&gt;
The diagrams below shows the direction a monster runs. The yellow spaces indicates the player character and the grey spaces walls. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 &lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || ↗ || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || ↖ || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || ↗ || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || ↘ || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| 　 || ↑ || 　 || ↑ || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || ↓ || 　 || ↓ || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || 　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || ← || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || ↓ || style=&amp;quot;background-color:yellow;&amp;quot;| 　 || ↓ || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || ← || 　 || style=&amp;quot;background-color:grey;&amp;quot;| 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56783</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56783"/>
				<updated>2018-06-23T03:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Glyphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except the bandit and the goat on the courtyard. In the tower the dungeon hosts no zombie, either. Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
* {{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. Or, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Wallbreakers works wonderful.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
'''Direct Attack Glyphs'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Assist Tools'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace. It can also take off some entrance blocking lower level monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|LEMMISI}} can also find the enemies in the bigger maps. Builds relying heavily on blackspaces can access a few extra tiles with it.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|APHEELSIK}} can also help before getting some significant resists or sanguine that you need to rely on regen fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WEYTWUT}} can help builds relying heavily on Knockback. It can also take the monsters off of the hallways. &amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|IMAWAL}} will bring some extra XPs in the leveling phase.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight.&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspaces ===&lt;br /&gt;
Blackspaces are very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is blackspaces which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
These blackspaces have no use except for regenerations. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspaces so that you can access bloodpools without exploring blackspaces. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so many blackspaces are required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Blackspaces can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuff. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on blackspaces too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage. &lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56782</id>
		<title>Vicious Gaan-Telet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Gaan-Telet&amp;diff=56782"/>
				<updated>2018-06-23T03:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vicious Gaan-Telet Big.png|left]]&lt;br /&gt;
[[File:Gaan-talet.JPG|right|450px]]&lt;br /&gt;
''Even when the old northern desert empire still existed, this structure was considered both ancient and unassailable. Tackling a souped-up version of the tower is nothing short of madness. Dungeon veterans, give this one your best shot.''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vicious Gaan-Talet is the ultimate dungeon in Desktop Dungeons. It is a souped-up version of the {{d|Tower of Gaan-Telet}}, and is unlocked by completing the [[Quests#Oh, Horatio!]] quest.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The exterior of Gaan-Telet contains the shops, glyphs, and boosters of a normal dungeon. There are no altars (on the outside), and there is no normal subdungeon, although the Smuggler's Den will appear if you prep it. Ordinary monsters from level 1-7 appear on the outside; there are no level 8+ monsters or bosses on the outside. The inside of the tower begins revealed.&lt;br /&gt;
&lt;br /&gt;
To complete Gaan-Telet, you must enter a series of special subdungeons inside the tower. Once all enemies in each level are defeated, the next becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
The dungeon will host all unlocked basic monsters except the bandit and the goat on the courtyard. In the tower the dungeon hosts no zombie, either. Monster difficulty on the courtyard (main map) is 100%.&lt;br /&gt;
&lt;br /&gt;
The towers get progressively more difficult, each having a cumulative +10% difficulty. i.e. first tower is +10%, second is +20%, all the way to +90% in tower 9 of Vicious Gaan-Telet. Towers do not host zombies, but some special monsters are there. (See below)&lt;br /&gt;
&lt;br /&gt;
If you prepare the Vicious Token, it will overwrite all of these monster stat bonuses with the usual +60% Attack / +100% Health, making the courtyard and the earlier towers significantly more difficult; but later towers not necessarily so. Horatio only gets the attack boost, his health remains unaltered even with the Vicious Token.&lt;br /&gt;
&lt;br /&gt;
=== Boss ===&lt;br /&gt;
&lt;br /&gt;
The final boss is the {{m|Goat}}-shaped '''Horatio the Immortal'''. Despite his form, he does a relatively modest 75 damage; however, he has 5000 HP, Physical and Magical resistances of 50%, and Berserks at 50%. He only gets attack bonus from Vicious Token, bringing his damage up to 120, or 180 if berserked.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
The stairs to the first tower subdungeon are accessible from the start. However, in order for the stairs of the next tower to be revealed, all five monsters must be defeated in the previous tower.&lt;br /&gt;
&lt;br /&gt;
Each of the nine altars are accessible once the stairs to its respective tower is revealed. Any altars prepared (or granted by the Martyr ability) appear in the courtyard as an extra copy of the given altar. Furthermore, a special copy of the currently worshipped altar spawns close to the tower entrance. So it is possible to have up to three copies of the same altar. Any deities not yet unlocked will not spawn an altar (their tower will still show up, just without the altar).&lt;br /&gt;
&lt;br /&gt;
=== Subdungeons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Hard version of the dungeon, the Vicious version has all 9 towers; and each must be cleared to access the tenth tower where Horatio resides.&lt;br /&gt;
&lt;br /&gt;
Each subdungeon is a small level, initially unexplored, containing several tough monsters (one of which is exotic), an altar, and a exotic, useful item. This means that every unlocked altar will eventually be available. To make life even harder, most levels will give you some kind of penalty when you first enter. (A few, including the first, do not.) You can travel freely between the current subdungeon, previous subdungeons, and the exterior.&lt;br /&gt;
&lt;br /&gt;
The first, second, and third subdungeons contain monsters of level 8, 9, and 10, respectively. The 10th level monsters are not bosses, simply scaled-up monsters (for instance, the 10th level Goo Blob has Physical Resistance of only 50%, not 75%). Subdungeons 4-9 also have 10th-level monsters; on each level, the monsters get a progressively larger Health and Attack bonus.&lt;br /&gt;
&lt;br /&gt;
The monsters in the subdungeons are - similarly to bosses - immune to the instant kill effects of {{i|Slayer Wand}}, {{s|IMAWAL}} or {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
=== Penalties ===&lt;br /&gt;
&lt;br /&gt;
These will occur in a random order when you first enter each subdungeon.&lt;br /&gt;
&lt;br /&gt;
*The subdungeon is completely revealed when you enter, providing no exploration healing.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|No Experience}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Bloodless}} (Lifesteal doesn't work, and they don't leave a blood pool.)&lt;br /&gt;
*All monsters in this subdungeon gain {{t|First Strike}}.&lt;br /&gt;
*All monsters in this subdungeon gain {{t|Retaliate: Fireball}}.&lt;br /&gt;
*You are afflicted with {{t|Poisoned}}, {{t|Mana Burned}} and one stack each of {{t|Weakened}} and {{t|Corrosion}}.&lt;br /&gt;
*You gain three stacks of {{t|Cursed}}.&lt;br /&gt;
&lt;br /&gt;
There are also (up to) three subdungeons that do not give any penalty. So there are a possible 10 penalty events (the 7 penalties and 3 no penalty results), and one is chosen for each tower. Which means that in a lucky case, one of the penalties listed above will not be encountered. The first subdungeon will always have a &amp;quot;no penalty&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
=== Exotic Monsters and Items ===&lt;br /&gt;
&lt;br /&gt;
Again, these will occur in a random order; however, the monsters and items are linked.&lt;br /&gt;
&lt;br /&gt;
*{{m|Goblin Miner}} (Knockback, Mana burn) with 2 Wall Crushers. The Wall Crushers may be used to break edge walls to give access to 1-2 extra tiles, or may be converted for 25 CP each.&lt;br /&gt;
*{{m|Dancing Blade}} (1 Death Protection/level, Blink) with the sword &amp;quot;Penance&amp;quot;. Penance grants 2 base attack and 1 base mana, but grants a penalty of 1 base attack and mana if you convert it from inventory. Converting right from the ground does not induce the penalty.&lt;br /&gt;
*{{m|Burn Viper}} (Blink, Mana burn) with a Cracked Amulet (when consumed, 5 XP).&lt;br /&gt;
*{{m|Golden Statue}} (1 damage only, but has No XP, a lot of hit points, Weakening Blow, and Corrodes) with the Long Rant (when consumed, afflicts 3 stacks of Corroded on all enemies on the level).&lt;br /&gt;
*{{m|Gelatinous Thing}} (Retaliate: Fireball) with Nom Nom (when consumed, poisons you but acts as a health booster).&lt;br /&gt;
*{{m|Bridge Troll}} (50% Physical and Magic Resist, Fast Regen, Berserk at 50%) with a Sensation Stone (convert for 150 CP). The Bridge Troll is one of the more difficult monsters, but it drops a second Sensation Stone, making this a mixed blessing level.&lt;br /&gt;
*{{m|Dragon Elite}} (50% Magic Resist, Poisonous, Curse Bearer) with a Compression Seal&lt;br /&gt;
*{{m|Illusion}} (50% Physical Resist, Weakening Blow, Retaliate: Fireball) with the Ritual Scroll (when consumed, +1 Mana and +5% Physical and Magic Resist, but 3 stacks of Cursed).&lt;br /&gt;
*{{m|Immortal Yin}} (no XP) with Yang's Sword (small, +3 damage, consume for a level of Death Protection). This is one of the best pairings to find, because Yin is not difficult and the item is small provides a good power boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Although Vicious Gaan-Telet is similar to its hard version, it requires a unique strategy. Vicious Gaan-Telet has a number of challanges unique to this map, and a successful strategy will have an answer to all of these:&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a shortage of blackspace. An average tower will have maybe 40 black tiles, and require you to defeat five very tough monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
* The monsters in later towers can deal very high damage. For example, a tower 9 Warlock will deal 192 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
* You will be afflicted several times with {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakened}}, {{t|Corrosion}} and {{t|Cursed}}.&amp;lt;br&amp;gt;&lt;br /&gt;
* The final boss is very durable - without bypassing its 50% resistances, it takes 10 000 points of damage to kill it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So all things considered, Vicious Gaan-Telet is an endurance run that requires you to be able to defeat lots of very tough monsters with very limited resrouces and several malicious afflictions. So most successful builds will have high {{t|physical resist}}; {{t|sanguine}}; and high damage.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
The recommended races are {{r|Human}} or {{r|Orc}}. These races allow you to boost your damage, which is essential to reducing the number of hits you need to take from monsters. {{r|Dwarf}} can also work for some builds, though are generally more difficult to play. Unfortunately the other races don't have much to offer in this endurance environment.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
&lt;br /&gt;
The easiest class to beat Vicious Gaan-Telet with is the {{c|Vampire}}. Other good picks include the {{c|Crusader}} who can ignore a lot of the malicious afflictions; and the {{c|Rogue}} whose {{t|Dodge}} and {{t|First Strike}} trait make her surprisingly efficient in melee.&lt;br /&gt;
{{c|Monk}} has high resist cap and starting physical resist, efficiently regenerates between runs, and has good synergy with certain items such as {{i|Martyr Wraps}} or {{i|Vampiric Blade}}, but he suffers from the golden statue. {{c|Paladin}} also has a natural physical resistance and start with most useful glyph {{g|HALPMEH}} but should be dedicated a mono pantheon plus Pactmaker. &lt;br /&gt;
All of those are proven to have enough power to beat VGT with Vicious Token, which is considered as one of the hardest badge to obtain in the game.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
The best deities to worship in Vicious Gaan-Telet are:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a surprisingly good initial deity, because his boons can provide both resistances and bonus damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} offers bonus damage and health through {{boon|Humility}} (and is often worth converting through just for that one boon); though he also offers {{boon|Cleansing}} and {{boon|Protection}}, a few shots of which can help a lot in dealing with mana burn / poison and giving a little extra help for a level-up.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Dracul}} is arguably the single best deity for Vicious Gaan-Telet, offering both Sanguine and resistances. While his quirkiness makes him better to convert into late-game to reap his many benefits, he is the most critical of the deities.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|The Pactmaker}} offers {{boon|Body Pact}} to round up resistances as needed, though it is more expensive than either Tarog's or Dracul's boons. Only get it when you will not lose much piety on it (resistances are capped).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful VGT run can easily use all four of these deities (for example, starting in {{g|Taurog}} for his resistance/damage boosts; then tripping through {{g|Glowing Guardian}} for {{boon|Humility}}; then ending up in {{g|Dracul}} for {{boon|Blood Shield}} and {{boon|Blood Tithe}}; and taking {{boon|Body Pact}} when needed for extra resists).&lt;br /&gt;
&lt;br /&gt;
* {{g|Binlor Ironshield}} can function as a generous source of piety, and can therefore be used in conjunction with the {{g|The Pactmaker}} to build a high level of resistances. This is the recommended approach for the {{c|Rat Monarch}}, who finds it difficult to keep a lot of resistance-increasing items in their inventory. Or, if you are facing Horatio and you can't erode his resistances, you can convert to Binlor to get Stone Soup and Stone Form. Wallbreakers works wonderful.&lt;br /&gt;
&lt;br /&gt;
=== Shop Items ===&lt;br /&gt;
&lt;br /&gt;
Some items to keep an eye out for in Vicious Gaan-Telet:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Soul Orb}} is really useful to avoid Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Viper Ward}} is only needed if you don't have HALPMEH. But in that case it can be very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Tower Shield}} can give much-coveted physical resistance, and can help get close to the resist cap.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good item to increase durability, though bear in mind that damage reduction happens before resistances are considered.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Vampiric Blade}} gives you a layer of Lifesteal without having to sacrafice maximum resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Martyr Wraps}} helps immensely with the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Stone Sigil}} can give a steady piety flow thanks to the large number of monsters available.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Troll Heart}}, if purchased early, can give a bit of extra help, and then a bit of extra CP when converted at L10.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Gloves of Midas}} can help earn more gold to purchase more conversion fodder.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Soul}} extends the amount of spells the character can cast.&amp;lt;br&amp;gt;&lt;br /&gt;
*Anything that increases damage - like the {{i|Fine Sword}}, {{i|Hero's Helm}} or the {{i|Badge of Honour}} - is worth a consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than these, items that give a good conversion value can become useful purchases.&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Compression Seal}} is recommended as inventory space can become very tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bazaar'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The extra Apothecaries preparation is a prudent safeguard against the many afflictions of VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*Quest Items may be worth it for some builds as most of the items that are really good for VGT belong to this group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blacksmith'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Perseverance Badge}} gives damage bonus for a small slot item, and is arguably the best blacksmith preparation for VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Bear Mace}} takes up more space and its use is more conditional, however the damage bonus it gives is also greater.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Really Big Sword}} is a reliable way to pierce Horatio's resistances, however not all builds can afford the drawback of having slow strike.&lt;br /&gt;
&lt;br /&gt;
'''Church'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Taurog}} is a good starting deity for most general strategies.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{g|Glowing Guardian}} is a good alternative for more glyph-dependent builds, especially those that start with high resists.&lt;br /&gt;
*{{g|Binlor}} can be a choice if the build relies heavily on knockback. &lt;br /&gt;
*{{g|The Earthmother}} can be worth in some cases because preparing her altar means two separate altars will be present on the map, and both can be desecrated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Dragon Shield}} is the most commonly used preparation thanks to the huge resistance bonus it gives.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Platemail}} is a good alternative for those builds who don't mind having slow strike.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Draining Blade}} is an interesting choice; although it requires an immediate corrosion clear, it leaves open the possibility of finding a Vampiric Blade, which together give the character two levels of Lifesteal without having to compromise on resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mage Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Extra Attack Boosters is almost always the best preparation.&amp;lt;br&amp;gt;&lt;br /&gt;
*If your character's bonus damage is already very high and you plan to depend on {{t|Sanguine}} later, extra health booster can be a good choice. &lt;br /&gt;
&lt;br /&gt;
'''Thieves Guild'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Patches}} introduces a degree of randomness that is not welcome, however the benefits it gives can be huge, so most runs will risk taking him.&amp;lt;br&amp;gt;&lt;br /&gt;
*An alternative can be Black Market, because there are lot of items good at VGT, at least given how money can buy more conversion points.&amp;lt;br&amp;gt;&lt;br /&gt;
*Builds relying heavily on blackspace may benefit from Smuggler Den instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Witch'''&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Burn Salve}} and {{i|Fortitude Tonic}} are very useful given the amount of afflictions present in VGT.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Can of Whupaz}} shortens the boss fight considerably.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{i|Schadenfreude Potion}} will almost always be useful, though the basic Health and Mana potions should also not be underestimated for their ability to clear Poison/Mana Burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyphs ===&lt;br /&gt;
&lt;br /&gt;
Most glyphs will end up being converted thanks to the shortage of inventory space, and the need for extra damage. There are some glyphs that can be very useful, though, and picking the right glyphs to keep can mean the difference between victory and defeat.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BURNDAYRAZ}} is an effective way to round up damage and finish a monster; and it is especially useful against the Dancing Blade. It is recommended to keep it at least until that monster is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|HALPMEH}} greatly extends melee potential, and can also cure Poison. One of the best glyphs to keep until converting into Dracul.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|GETINDARE}} is a really effective way to finish monsters, and is a great way to conserve resources. Excellent glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|BYSSEPS}} is not very useful during most of the run, but can be very effective in stripping Horatio's resistances. It is often worthwhile to keep it on the floor, and pick it up for the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|CYDSTEPP}} is a bit expensive, but can be very useful to land a killing blow.&amp;lt;br&amp;gt;&lt;br /&gt;
*{{s|WONAFYT}} is a bit counterintuitive, but especially on the bigger tower maps it can be a good way to conserve blackspace.&amp;lt;br&amp;gt;&lt;br /&gt;
Most other glyphs can be converted on sight. Keep in mind though that different characters may also find some other glyphs useful. Builds relying heavily on Knockback would benefit from keeping {{s|WEYTWUT}}; builds that require lots of blackspace could access a few extra tiles with {{s|LEMMISI}}; etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Blackspaces ===&lt;br /&gt;
Blackspaces are very short in this dungeon, and the player is required to be skillful at efficient exploring. This is the list of types of blackspaces, arranged by how important it is. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 1. Current Tower''', until everything is discovered&amp;lt;br&amp;gt;&lt;br /&gt;
This is blackspaces which you should explore as soon as possible. If there's a blinking monster ({{m|Dancing Blade}}, {{m|Burn Viper}}) in the tower, every tile belongs to tier 1 except walls. After every monsters and item are discovered, the tiles left are not important. Be aware of the piety sparkles you step on though, they can be important later on. If you think the item isn't very important (like {{i|Penance}} or {{i|Wall Cruncher}}) you don't have to find it soon. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 2. Courtyard''' except the walls, but important tiles should be stepped on anyway&amp;lt;br&amp;gt;&lt;br /&gt;
The courtyard contains many things to discover. There should be 8 shops, 1 apothecary, 5 glyphs, 3 potions each, 3 boosters each, and several gold piles on the ground. Because these things can power you up significantly, you should explore the yard anyway. Shops and glyphs are probably the most important ones. Count the number of things you discovered, especially the shops; you should plan to use your gold carefully. Of course if the important tile is right next to walls, that wall tiles unwillingly belong to tier 2. If possible, try to explore in a way that you can always access just a single blackspace. If you prepared Smuggler's Den, it also belongs to tier 2. &lt;br /&gt;
&lt;br /&gt;
*'''Tier 3. Previous Towers &amp;amp; Courtyard Walls'''&amp;lt;br&amp;gt;&lt;br /&gt;
These blackspaces have no use except for regenerations. If possible, try not to step on the piety sparkles, and leave the bloodpools alone outside of blackspaces so that you can access bloodpools without exploring blackspaces. &lt;br /&gt;
&lt;br /&gt;
=== When to use bloodpools ===&lt;br /&gt;
&lt;br /&gt;
{{t|Sanguine}} is very important trait here. Whilst it's doable without sanguine, the bloodpools can heal you several times over. The most efficient timing is not the boss but enemies in tower 7-9; especially the ones dealing high damage or have debuffs. Especially {{m|Warlock}}s, {{m|Serpent}}s and {{m|Wraith}}s are quirky to regen-fight. Oppositely, Horatio deals very low damage and mana is required to erode his resistances, so many blackspaces are required to fight against him. If you have knockback, you can attack two monsters at once. Using bloodpools is very efficient because they won't heal anyway. &lt;br /&gt;
&lt;br /&gt;
Blackspaces can be also used to avoid {{t|Poisoned}}, {{t|Mana Burned}} debuff. You can endure the debuffs and fight debuffing enemies by drinking bloodpools until you level up, and the enemies should be dead by then. &lt;br /&gt;
&lt;br /&gt;
But be aware bloodpools are limited resources; if you tap on blackspaces too early or use them inefficiently, they could be all consumed before reaching Horatio. Also if your magic resist is not very high, purchasing 4+ {{boon|Blood Tithe}} might reduce your health pool too much that you can't tank a single hit of tower 9's {{m|Warlock}} which deals 192 damage. &lt;br /&gt;
&lt;br /&gt;
=== How to deal with Horatio's resistances ===&lt;br /&gt;
&lt;br /&gt;
The most efficient method is using {{s|BYSSEPS}}. In most runs BYSSEPS isn't very helpful during the run, so leaving it on the courtyard and picking it up for the boss fight is a very good idea. &lt;br /&gt;
&lt;br /&gt;
{{i|Really Big Sword}} is another good way, but to maximize its efficiency you should erode his resistances by 15% with other methods. &lt;br /&gt;
&lt;br /&gt;
{{i|Piercing Wand}} is one fine method. Like BYSSEPS, you should plan the budget and buy it just before the boss fight. But you should not convert {{s|BURNDAYRAZ}} even though you have {{s|HALPMEH}}. &lt;br /&gt;
&lt;br /&gt;
{{boon|Stone Form}} + {{s|ENDISWAL}} or {{i|Martyr Wraps}} are not very efficient, but it's still better than nothing. If you use ENDISWAL, you should first aim for the tower's walls which hides blackspace; then piety sparkles; then other walls. You should never aim the walls in courtyard; {{boon|Stone Heart}} or {{boon|Stone Skin}} can be used.&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
&lt;br /&gt;
[http://rule0.com/DesktopDungeons/VgtTracker.html#] : a useful online tool to track the floors, monsters and penalties of Vicious Gaan-Telet&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56781</id>
		<title>Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56781"/>
				<updated>2018-06-19T18:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Tikki Tooki&lt;br /&gt;
|ShortHand=TT&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
*Free {{s|GETINDARE}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
*Lowers {{t|Dodge}} chance by 100% and Poison Strike. All monsters on all dungeon floors gain {{t|First strike}} and {{t|Weakening blow}}&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
*All damage taken will incur a piety penalty.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Kill an XP-valuable enemy who is lower-level than you: {{Piety|+5}}.&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack from any enemy: {{Piety|+3}}&lt;br /&gt;
&lt;br /&gt;
*{{t|Poisoned}} an enemy: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WONAFYT}} glyph: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WEYTWUT}} glyph: {{Piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Take more than one hit from a monster: {{Piety|-3}} per hit&lt;br /&gt;
&lt;br /&gt;
*Trigger a death protection: {{Piety|-10}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Tribute}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': 15 gold &lt;br /&gt;
:'''Effect''': Gain {{Piety|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Tikki's Edge}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25 (+25)}}&lt;br /&gt;
:'''Effect''': Grants you {{t|Learning}}, gaining +1 additional experience from all kills, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Dodging}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}&lt;br /&gt;
:'''Effect''': Increases your chance to {{t|Dodge}} by 10%, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Poison}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|15 (+10)}}&lt;br /&gt;
:'''Effect''': Grants you 1 level of {{t|Poisonous}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Reflexes}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|35}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Spawn one {{i|Reflex Potion}} &amp;amp; {{i|Quicksilver Potion}} near the altar.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is the trickster serpent god. He has a particular soft spot for gold, accepting it as tribute and granting it to faithful followers. This makes him quite versatile both for purist runs (where gold is in short supply) and with heavy preparations (where you often have more than you can spend). He can also be of help to those seeking to fuel items which consume gold for activating their abilities, such as {{i|Crystal Ball}} or {{i|Alchemist Scroll}}. However, if you are out of piety you will be drawed into a endless downward spiral, and your run will be ended with his powerful punishment. &lt;br /&gt;
&lt;br /&gt;
The most experienced users can attest to the power of TT when used as the key element in outrageous combinations which can lead to boss kills at lvl 1. On a less outrageous note, the fact that he lets you turn gold directly into piety enables some of the most advanced resource management antics in the game.&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is uncovered in the south in a small subdungeon where you must defeat a form-changing imp without getting hit by it in return several times.&lt;br /&gt;
&lt;br /&gt;
== Likes and Dislikes ==&lt;br /&gt;
Tikki Tooki gives {{piety|+5}} for killing monsters that are lower level than you. He awards successful dodges ({{piety|+3}}) and use of the {{s|WEYTWUT}} and {{s|WONAFYT}} glyphs ({{Piety|+1}}). He also awards you {{piety|+1}} every time you poison a monster for the first time. You can also gain piety from him by using {{boon|Tribute}}, which gives you {{piety|+10}} for {{gold|15}}.&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki punishes you for getting damaged by monsters more than once, so you get {{piety|-3}} every time you get hit by a monster after the first. This dislike can be avoided even if you join him early, by fighting higher-level monsters with the help of damage-dealing glyphs and {{t|First strike}} or {{t|Slowed}}, or some magics. If you don't get damaged, piety panelty will not be occured. &lt;br /&gt;
&lt;br /&gt;
He also dislikes using a {{t|Death Protection}}, which he punishes with {{piety|-10}}. He won't punish the act of acquiring a death protection, but he will punish using it up. This can lead to a rare situation where you get hit by a monster for the second time and expend a death protection, which causes you to lose {{piety|13}} &amp;quot;at once&amp;quot;. {{t|Indulgence}}s works good to prevent the piety loss due to death protections. &lt;br /&gt;
&lt;br /&gt;
'''Preperation Panelty''' - His preparation penalty makes him punish you with {{piety|-3}} every time you get hit. His preparation penalty can be really difficult to get around, and is widely considered to be the most taxing one. It requires you to be even more careful about fighting tough opponents. Even with your {{s|GETINDARE}}, you should kill your enemy in one shot to avoid piety loss. Compare this with the fact that you are allowed for two shots without preperation penelty. First strike popcorns are not obvious, and you will be punished to kill them when you have less then {{piety|2}}. Still, some cray builds can afford this panelty. Plant-cleaning antics are still viable. &lt;br /&gt;
&lt;br /&gt;
'''Punishment/Desecration Penalty''' - If your piety drops below zero, or if you desecrate his altar, he will give every monster {{t|First strike}} and {{t|Weakening blow}}, which is a severe punishment. Moreover, he will lowers 100% of your {{t|Dodge}} and remove all {{t|Poisonous}} should you have it. Considering that he actually has very few ways to lose piety with, it is easier to avoid than it seems. If you are left with no exploration or lower-level monsters, you can lock yourself into a downward spiral of piety loss which can be really hard to get out of. In the situation where this would cost you a win, the solutions are {{boon|Tribute}}, desecration of another altar, and {{boon|Consensus}}. Punished by Tikki Tooki will make every monster have {{t|First strike}}. This will be applied ON TOP of the slowed monsters, allowing them to strike first even though they are slowed.&lt;br /&gt;
&lt;br /&gt;
Desecrating TT's altar should be avoided unless really necessary, or in case you are a heavily focused spellcaster. Even then, it's preferable not to do it until you are well into a boss fight and are certain that you won't be relying on first strike (or even physical attacks) to finish the boss off. If you are certain that you will not have first strike, and we desperately need a quick piety, you can desecrate TT's altar because 1-2 weakening is often not very critical as a higher level character. &lt;br /&gt;
&lt;br /&gt;
If you join the {{g|Glowing Guardian}} after picking up {{boon|Poison}}, Glowing Guardian will punish you every time you attack something that isn't undead. The only way to get rid of the poison is to desecrate Tikki's altar.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
=== {{boon|Tribute}} === &lt;br /&gt;
Tikki Tooki is very stingy to piety. The only way to generate massive piety is killing popcorn, which is hard for lower level characters. Even with the free {{s|GETINDARE}} glyph he provides, you are required to kill your enemy within only 2 attacks (or 1 for {{t|first strike}} enemy). One option is buying piety by gold from this boon although the cost is very expensive. Investing too heavily is not recommended without forward planning, but an early worshiper will want to invest in at least one hit, and make up the loss of gold with grabbing an early level of Tikki's Edge and Dodge. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Tikki's Edge}} ===&lt;br /&gt;
At early-mid stages, a single learning is extremely powerful for leveling. But the second one is considerably more expensive, and Tikki Tooki provides another good boons at big piety cost. In most In most situations only one hit is required, but it is an important boon because it lets you get more out of killing low-level monsters, especially if paired with slow or the {{c|Fighter}}'s innate XP bonus. Second shot can be valuable for some specific builds or some edge cases. Third shot is almost never valuable enough. &lt;br /&gt;
&lt;br /&gt;
Lower level characters who earned early piety by {{boon|Tribute}} are eager to purchase this boon, to take maximum exp bonus and reclaim some of the gold cost. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Dodging}} === &lt;br /&gt;
Easy to pick up and the random dodges provide random piety gain. Some random dodge will even protect you from {{piety|-3}} loss, making total of {{piety|+6}} in return. This means after 4-5 dodge you the piety cost are returned. Like resistance it synergies with {{t|Life steal}} ability, but TT worshipping characters are often powerful strikers. &lt;br /&gt;
&lt;br /&gt;
This allows you to gain piety in plant-infested levels by dodging hits from plants with non-lethal and non-corrosive attacks. It also synergizes with his dodge-based piety [[spike]]. For advanced users, it can greatly benefit heavy resistance stackers like the {{c|Monk}} if they can grab it and safely convert out of the religion. {{c|Rogue}} will also greatly benefit from this boon. Unlike resistances stacking, this is by far the only combination that can stack permanent dodge chance. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Poison}} ===&lt;br /&gt;
Gives a point of poison strike for every helping. The first one costs 15 piety, and each subsequent helping increases the piety cost by 10. This is a difficult boon to mesh into a typical TT worshipper's play style. Poison is most valuable to regen-fighters, but they typically take several hits from the same enemy and TT will be angry about it. That said, after killing 15 non-undead enemies, the first level of this boon will pay for itself. &lt;br /&gt;
&lt;br /&gt;
To really use poison based regen-fight strategy, you should either convert out or conserve a lot of piety, and still has a lot of blackspaces left. 2nd or further shots of this boon is an alternative approach other than his another boon, {{boon|Reflexes}}. If your boss is Super Meat Man, purchasing several poison stike and converting out is a strong move. &lt;br /&gt;
&lt;br /&gt;
=== {{boon|Reflexes}} ===&lt;br /&gt;
For 35 piety and a health potion, you are given one {{i|Quicksilver Potion}} and one {{i|Reflex Potion}}. With proper setup, the Quicksilver potion can get you a certain dodge, and the Reflex potion lets you hit something twice in one attack. When used correctly together, they allow for two simultaneous free hits on a monster, explained under &amp;quot;Piety [[Spike]]&amp;quot;. This boon is a fabulous solution to certain &amp;quot;glass cannon&amp;quot; bosses. With proper setup, even level 1 striker can wipe two bosses out with ease. &lt;br /&gt;
&lt;br /&gt;
== Piety Spike ==&lt;br /&gt;
Concentrated TT worship and channelling many resources into repeated uses of the {{boon|Reflexes}} boon is TT's piety [[spike]]. It requires a moderate amount of health potions, 35 piety per helping, and decent damage to work, but provides a string of free hits on the boss. That amount of concentrated damage is sometimes difficult to imagine until you try it, but it works spectacularly well against bosses with high damage and low hit points like Aequitas, Bleaty, and even Namtar. &lt;br /&gt;
&lt;br /&gt;
It is doable with both early and late worship depending on the situation and experience of the player. It is also advisable to save popcorn with first strike (Goblins, Gorgons), to help set up dodges with the {{i|Quicksilver Potion}}. Hits you take move the dodge prediction counter, and monsters who are lower level than you generally can't hit you unless they have first strike. &lt;br /&gt;
&lt;br /&gt;
Stuff that makes it work better are damage items, the {{boon|Dodging}} boon and {{c|Rogue}}'s Dodging, and knockback. If you have a knockback attack, you will knock the enemy back twice when using a reflex potion, causing extra damage. Subdungeons which provide healing potions can also help in this regard. Subdungeons which provide help with leveling, or a large batch of low level-monsters to harvest for piety and use to set up dodges make it work really good, as does any way to acquire knocback. If you have some healing method it will be easier to use. Halflings have a distinct advantage in being able to convert for extra healing potions, because the number of potion sets that can be acquired is limited by the total amount of healing potions at your disposal. &lt;br /&gt;
&lt;br /&gt;
'''Fuel''': Health potions, Tikki Tooki piety, popcorn monsters with first strike. Gold to a degree, if you mean to use Tribute to gain more piety with TT.&lt;br /&gt;
&lt;br /&gt;
'''Rewards''': Big damage strategies and race/class/item combinations.&lt;br /&gt;
&lt;br /&gt;
'''Lets you ignore''': Your health in general, and your spellcasting except as supplemental source of damage, or leveling tool.&lt;br /&gt;
&lt;br /&gt;
'''Default solution to''': &amp;quot;Glass Cannon&amp;quot; bosses, ones with magic protection in particular. Bosses with low hit points but problematic abilities like death gaze, mana burn, curse, weakening blow and such.&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip''': If you want to plan ahead, avoid slowing popcorn with {{t|First strike}}. You will need their weak hits to set up confirmed dodges.&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip II''': The approach meshes well with Death Protections, which TT severly punishes. If you want to offset this, you can either start a boss fight by using up your death protections first, and then join TT, mop up popcorn for piety and tribute for more, or you can desecrate other altars for piety and indulgences. If you intend to kill a boss without getting hit at all (dodges from the potions, death protections, first strike), you can safely desecrate any altar which doesn't affect your damage. Binlor, Earthmother, and Dracul in particular, and very advanced users can even manage a GG desecration although it's not recommended. Mystera is a borderline viable choice, and Taurog and JJ are to be desecrated only in desperate situations.&lt;br /&gt;
&lt;br /&gt;
If you are ready to fight the boss, use a {{i|Quicksilver Potion}} first. Hover your mouse over the boss and see if you got the predicted dodge. If you did't, attack a first strike popcorn. This will reroll the dodge chance and this time you might got predicted dodge. This is why leaving some first strike popcorns helps. Repeat it until you get the dodge, quaff {{i|Reflex Potion}}, and attack the boss. You will hit the boss twice without being hit, in addition of {{piety|+3}}. '''Don't drink the Reflex potion without having predicted dodge!''' Attacking a first strike popcorn will consume the Reflex potion's effect, wasting it. If you can tank a hit from boss you can attack the boss without dodge, but it's less recommended. If you can level up or heal yourself this might be good. Drinking two Quicksilver Potions to get a 100% dodge chance is a bad move, and should be avoid unless you have no other choice. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Early Worship''' - without forward planning, as a preparation for worshiping another deity later, it is straightforward. Join early, use Tribute, slow or poison monsters while you explore, get a shot of {{boon|Tikki's Edge}}. Carefully kill a few higher-level monsters with heavily use of glyphs and potions, then clean up low-level monsters which you wouldn't want around later (or mop up as much as you want). Use the level-ups to help you kill even higher-level monsters by refilling your health and mana, and pick a good moment to convert out into another religion. It's moderately easy if you join TT at lvl 2, but doable even at lvl 1, especially with dedicated spellcasters. A major benefit of worshiping TT as the first deity in a run is the guaranteed GETINDARE glyph he provides.&lt;br /&gt;
&lt;br /&gt;
Early worship with intention of using TT to win requires some forward planning. Using {{s|WEYTWUT}}, {{s|WONAFYT}}, and {{s|APHEELSIK}} to gain piety while you explore is mandatory, and slow will prepare lvl 1 monsters to be harvested later for added benefits. Collecting the piety sparkles around other altars will also help, and investing some gold into Tribute will get you closer to your first boon. Preparing or finding items which provide you enough XP to level up at least once in order to &amp;quot;start&amp;quot; at lvl 2 is also an option ({{i|Fake Beard}}, {{i|Cracked Amulet}}, {{i|Amulet of Yendor}}). Using the Goblin conversion bonus for an early level up is a strong option as well. Playing a {{c|Fighter}} (easier to reach lvl 2) or an {{c|Assassin}} (starts with APHEELSIK) is beneficial to this approach, as is using dedicated spellcasters. {{c|Bloodmage}} in particular, with his innate benefits that come with killing low-level monsters and ways to turn his health into damage without being hit back makes for a strong early TT worshiper.&lt;br /&gt;
&lt;br /&gt;
If you are joining TT early, you will be looking to kill specific monsters before you convert to someone else, such as getting rid of magic users if you plan on joining Mystera or getting rid of undead if you're planning to join Dracul. If you intend to convert, slowing everything you can is fine, but if you plan on using TT's potions to kill the boss, slowing monsters with first strike is not the best move.&lt;br /&gt;
&lt;br /&gt;
'''Mid-run Worship''' - Provides you with an ease in early leveling with none of Tikki's dislikes affecting you, while leaving many low-level monsters to be harvested later with more ease. The principles are the same, except there is much less pressure, and if you convert to his religion with extra piety or join him with extra gold picked up, you can grab {{boon|Tikki's Edge}} more easily. The principles are the same, except exploration will already be done, as will the leveling. It is the strongest and easiest approach to worshipping TT.&lt;br /&gt;
&lt;br /&gt;
This is also a good move if you simply want to mop up low-level monsters for specific benefits, like getting rid of curse, getting gold from Gloves of Midas, mana out of the blue bead, or more bloodpools for your Bloodmage. Finding certain bonus subdungeons can also make joining TT a great move on any run. The ability to gain large amounts of piety out of a mostly explored map, makes TT a great &amp;quot;finishing move&amp;quot; deity, if you are meticulous about taking as few kills as possible to level up or explore.&lt;br /&gt;
&lt;br /&gt;
One shot of {{boon|Tikki's Edge}} will greatly increase your popcorn bowl's exp value, and it might pull a bonus level-up. Piety left are mostly used to buy some {{boon|Poison}} or {{boon|Reflexes}}, depending on who is the boss. If you are going to use poison strike, converting out is often the best option. &lt;br /&gt;
&lt;br /&gt;
'''Dedicated Worship''' - This combines two strategy above. You can fully leverage {{boon|Tikki's Edge}}, and acquire some boons for better fight by {{boon|Poison}} or {{boon|Reflexes}}. &lt;br /&gt;
&lt;br /&gt;
There are some other devious builds around TT. &lt;br /&gt;
&lt;br /&gt;
'''Infinite Piety Farm''' - You can farm infinite piety if you have these three conditions. Plants cannot be used in this purpose anymore because they die after two hits. Before the patch, the {{c|Half-Dragon}} could farm infinite piety easily with magic immune plants. &lt;br /&gt;
&lt;br /&gt;
1) You have permanent dodge chance: You should be either {{c|Rogue}}, or bought {{boon|Dodging}} boon. But the Rouge is hard to play this because of the third condition, the negative damage bonus. &lt;br /&gt;
&lt;br /&gt;
2) Target's damage to you is 0: Tikki Tooki will not deduce your piety, but their attack can still be dodged to earn piety. This can be achieved by having some {{t|Damage Reduction}}, and finding a low attack enemy. Preparing {{i|Shield}} and {{i|Platemail}} would work. {{t|Corrosion}} is not a problem here. &lt;br /&gt;
&lt;br /&gt;
3) Your damage is 0: This is the most difficult condition to achieve. If your base attack is 5, you must have less then -80% damage bonus to have 0 attack which is completely out of question. So you need to find a {{t|Weakening}} enemy. Your base damage can only be reduced to 1, but if you have negative damage bonus on top on 1 base damage, your attack power will be rounded down to 0. {{c|Monk}}, {{c|Assassin}} or {{c|Gorgon}} starts with negative attack bonus. {{i|Bloody Sigil}}, {{i|Mage Plate}} or desecrating {{g|Taurog}}'s altar also works. {{c|Rat Monarch}} cannot use this approach because corrosion damage is still applied on top of 0 attack. &lt;br /&gt;
&lt;br /&gt;
If all conditions are met, you can attack the target infinitely. 10% of the time you will dodge incoming attack for {{piety|+3}}. You can buy 4 levels of {{t|Learning}}, 9 levels of {{t|Poisonous}}, 10% permanent dodge chance, some Reflex and Quicksilver potions and plenty of gold. Then you can convert out, cure your {{t|Weakened}} by prepared {{i|Fortitude Tonic}}, and enjoy. {{g|Jehora Jeheyu}} enjoys successful dodge so you can also farm infinite piety under him. &lt;br /&gt;
&lt;br /&gt;
'''Popcorn Muncher''' - This build works best on {{c|Assassin}} and/or some other exp source such as {{r|Goblin}}, {{i|Amulet of Yendor}}. If the dungeon is too hard to kill a higher level enemy, you can only kill lower level enemies and take 2-3 shots of {{boon|Tikki's Edge}} as soon as possible. You can farm a lot of piety as all enemies will grant {{piety|5}}. But you should reach level 2 with some other method. Early finding of {{s|WONAFYT}} helps immensely.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
1) If you want to earn a little bit more gold from a run you have already won, and want to experiment with TT a bit, you can worship him or convert into his religion after you've already killed the boss or bosses. You can then pick up {{boon|Tikki's Edge}} and {{boon|Dodging}} for gold, and mop up the remaining lower level monsters and desecrate the remaining altars (except the Glowing Guardian's one) to get one more Tikki's Edge. Turning your leftover health potions into Quicksilver and Reflex potions also increases the value of loot you take out of the dungeon, and can help you get familiar with them. Be careful not to rush and lose a run you already won!&lt;br /&gt;
&lt;br /&gt;
2) Southern regions often provide plants which come with the level and that can mean quite a bit of TT piety for anyone, but Rogues in particular. If you don't fear curse, the plants in Cursed Oasis can work to your benefit as well, and filling the level with plants using {{g|The Earthmother}} will often work to your benefit as well, provided you can reach TT's altar to convert to him. Be careful about the slow on everything, though, it can be a double edged sword.&lt;br /&gt;
&lt;br /&gt;
3) Since TT gives you piety every time you poison something, you can use APHEELSIK and Venom Blade to get some early piety with him.&lt;br /&gt;
&lt;br /&gt;
4) Also, don't be afraid of one or two extra hits which would punish you if it would provide a large enough advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, Tikki Tooki is one of the best &amp;quot;last hour&amp;quot; deities, offering enormous amounts of piety for slaughtering defenseless monsters and superb boons which can improve your odds. He can also be used to set-up worship of another deity, or gain and manipulate gold. His piety spike is also the go-to solution to several bosses and PQI scenarios for several game veterans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Badge&amp;diff=56780</id>
		<title>Badge</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Badge&amp;diff=56780"/>
				<updated>2018-06-19T15:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Specialist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Badges are one dimension of [[dungeon completion]]. There are ten [[Badge|badges]] (plus one bonus badge) in Desktop Dungeons, each earned by completing the dungeon in a certain way.  You must win the dungeon to earn badges; if you retire before defeating all the dungeon bosses you will never earn a badge.&lt;br /&gt;
The first time you earn a particular badge in any dungeon, you will receive a small gold bonus. You cannot earn badges unless it's possible for you to fail the challenge; for example, if you haven't unlocked any [[gods]] yet, you won't get credit for {{badge|Faithless}}, and if you haven't unlocked the [[Bazaar]], you can't get {{badge|Miser}}.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Badge&lt;br /&gt;
!Requirement&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cheeky Badge.png]]&amp;amp;nbsp;{{va|Cheeky}}&lt;br /&gt;
|The first monster killed was a higher level than you.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Faithless Badge.png]]&amp;amp;nbsp;{{va|Faithless}}&lt;br /&gt;
|Didn't worship any gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DING! Max! Badge.png]]&amp;amp;nbsp;{{va|DING! Max!}}&lt;br /&gt;
|Reached level 10.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hoarder Badge.png]]&amp;amp;nbsp;{{va|Hoarder}}&lt;br /&gt;
|Didn't convert any items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Miser Badge.png]]&amp;amp;nbsp;{{va|Miser}}&lt;br /&gt;
|Didn't buy anything from the shops.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Feeling Parched Badge.png]]&amp;amp;nbsp;{{va|Feeling Parched}}&lt;br /&gt;
|Didn't consume any health or mana potions.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purist Badge.png]]&amp;amp;nbsp;{{va|Purist}}&lt;br /&gt;
|Played the dungeon without any extra Kingdom preparations. ''(Preparing the Vicious Token is ok)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Specialist Badge.png]]&amp;amp;nbsp;{{va|Specialist}}&lt;br /&gt;
|Killed the last boss using either magical or physical damage, but not both.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Unstoppable Badge.png]]&amp;amp;nbsp;{{va|Unstoppable}}&lt;br /&gt;
|Killed all dungeon monsters level 8 or higher without [[IMAWAL|petrifying]] them. ''(Petrifying low-level monsters is ok)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warmonger Badge.png]]&amp;amp;nbsp;{{va|Warmonger}}&lt;br /&gt;
|Didn't use any [[glyph]] skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vicious Badge.png]]&amp;amp;nbsp;{{va|Vicious}}&lt;br /&gt;
|Took the Vicious Token into the dungeon .... and won.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single badge is attainable, although their difficulty may vary based on which dungeon you're playing and with which class.  You will earn a small amount of gold when you first obtain a badge on a dungeon, and there are also several quests which can only be completed if your run is worthy of a particular badge (regardless of whether or not you have earned this badge before on the given dungeon).  Apart from this, badges aren't worth anything except the personal pride of having overcome the dungeon with accolades.&lt;br /&gt;
&lt;br /&gt;
===Strategy Considerations===&lt;br /&gt;
&lt;br /&gt;
If you're going for 100% [[completion]] in a dungeon, there is no reason to put any effort into getting {{badge|Faithless}}. Winning with a {{c|Vampire}} will always earn {{badge|Faithless}}, as vampires cannot worship gods.&lt;br /&gt;
&lt;br /&gt;
A {{GoAs}} can easily get {{badge|DING! Max!}} using his racial bonus, then use his {{a|SWIFT HAND}} class feature to execute every lower-level monster remaining for {{badge|Unstoppable}}.  This combo is also reliable for grabbing other badges.  There are many deities that increase your level or grant bonus experience, which may be useful if you're having trouble reaching 10th level.&lt;br /&gt;
&lt;br /&gt;
Several dungeons feature bosses with high physical resistance: {{d|Northern Desert}}, {{d|Rock Garden}}, {{d|The Slime Pit}} or even physical immunity ({{d|Magma Mines}}), which can make earning {{badge|Warmonger}} a challenge. One approach is to prepare the {{g|Glowing Guardian}} and use his {{t|Consecrated Strike}} to convert your attacks into magic damage. It can also be effective to play a {{c|Half-Dragon}} to take advantage of their natural {{t|Magical Attack (Player)|Magical Attack}}.&lt;br /&gt;
&lt;br /&gt;
===Ding! Max===&lt;br /&gt;
Ironically, this badge becomes easier to earn on harder dungeons, which are often longer and feature more enemies.  There are a handful of dungeons, such as {{d|Naga City}}, where it is virtually impossible to win the dungeon without having earned this badge. {{badge|DING! Max!}} is hardest to earn on {{d|Hobbler's Hold}}, where there are substantially fewer enemies.  Using a deity who grants bonus experience or level increases, such as {{g|Tikki Tooki}}, {{g|Jehora Jeheyu}} or {{g|Dracul}} is a good idea.  If you want to go overkill, a combination such as {{GoFi}} will make it much easier.  If you reach L10 and then subsequently worship {{g|Glowing Guardian}} and request {{boon|Humility}} and end as a L9 character then you will still earn the badge.  If you worship the {{g|Glowing Guardian}} earlier and never reach L10 then you will not.&lt;br /&gt;
&lt;br /&gt;
===Feeling Parched===&lt;br /&gt;
Most gods have end-game spike benefits which help in situations where you would otherwise desire potions, and these can play a crucial role.  Altar preparations aren't really necessary to earn this achievement, but the option is there, and they are worth considering if you are using a specialized strategy.  {{g|Glowing Guardian}} is a great prep.  By turning your potions into piety, you can get health and mana refills from your potions through GG as a middleman.  {{g|Dracul}} only rewards {{i|Health Potion}} conversions, but he might fit better into your overall strategy.  You can get mana refills from {{g|The Earthmother}} or {{g|Mystera Annur}}. {{g|Tikki Tooki}} lets you turn your health potions into different potions which do not invalidate the achievement.  [[Jehora Jeheyu]] also has ways of taking your useless potions off your hands, and you will want to be able to use {{boon|Chaos Avatar}} during the boss fight.  {{g|Taurog}}'s death protections are great for glass cannon bosses, but are sorely lacking against tank bosses.  {{g|Binlor Ironshield}} would otherwise synergize with potions.  He does well if you can regen-fight the boss, but he could easily come up short if the boss has poison, curse, or mana burn.&lt;br /&gt;
&lt;br /&gt;
===Hoarder===&lt;br /&gt;
No conversion means no racial bonuses, and you must be very careful about picking up items.  The {{c|Wizard}}'s ability to hold glyphs as small items is a huge advantage.  If gold reserves are an issue for your kingdom, then playing as a {{r|Halfling}}, {{r|Gnome}} or {{r|Goblin}} gives you an extra layer of security if you fail to earn this badge so you can at least win the dungeon.&lt;br /&gt;
&lt;br /&gt;
===Miser=== &lt;br /&gt;
The {{i|Translocation Seal}} from the alchemist will allow you to steal from the shops.  This does not count as a purchase, and allows you some leeway to get around this badge's requirement. {{g|Taurog}} and {{g|Glowing Guardian}} are options, as their inventory restrictions are less onerous when you are not using shops.  {{g|Tikki Tooki}} gives you a way to utilize gold.  Another superb option is the {{i|Crystal Ball}}, which gives spellcasters a great way to turn gold into spellcasting power.&lt;br /&gt;
&lt;br /&gt;
===Purist===&lt;br /&gt;
As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available.  The {{c|Sorcerer}}, {{c|Warlord}} and {{c|Thief}} can all play this role.  With a more developed Kingdom, the {{c|Tinker}} can also do well without preparations, as he is well-equipped to obtain the items he needs from shops.  Another option is to simply reset the dungeon until you find something favorable - a nice glyph, item, or altar - near the dungeon entrance.&lt;br /&gt;
&lt;br /&gt;
===Warmonger===&lt;br /&gt;
Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Monk}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances.  {{i|Strength Potion}}s are highly recommended, as you have no other use for mana.  The two stand-out deities for {{badge|Warmonger}} runs are {{g|Taurog}} and {{g|Glowing Guardian}}.  Both reward glyph conversion, while Taurog offers melee damage boosts while {{g|Glowing Guardian}} offers {{boon|Cleansing}} to give you an option to deal magic damage.  On dungeons where you're guaranteed to encounter physically-resistant bosses Glowing Guardian should be your default choice, although {{c|Half-Dragon}} is a good alternative.  The {{i|Bear Mace}} is an excellent preparation, as it gives you some utility options that are not glyph related.  It is a superb option for maze-like maps such as the {{d|The Labyrinth}}.&lt;br /&gt;
&lt;br /&gt;
The {{i|Really Big Sword}} is another option for beating through physically-resistant bosses, and works best on {{d|Namtar's Lair}} and {{d|Ick Swamp}}. In Ick Swamp, the boss has both physical and magical resistance so magical strikes are of no help. In Namtar's Lair, the physically-resistant form of Namtar is encountered in the underworld and you cannot use {{boon|Cleansing}} to beat him.  The {{c|Half-Dragon}} also struggles with Namtar's magically-resistant form, and if he cannot line up a knockback chain his run will be ended.&lt;br /&gt;
&lt;br /&gt;
===Faithless===&lt;br /&gt;
If you're going for 100% completion the obvious choice for Faithless is the {{c|Vampire}}.  Since he cannot worship deities at all he will always earn this badge.  Otherwise good preparations to limit your need for deity boons are the best way to grab this badge.&lt;br /&gt;
&lt;br /&gt;
===Specialist===&lt;br /&gt;
On most dungeons this badge will be trivial to obtain, requiring only that you play a specialist spellcaster or specialist melee character. Avoid hybrids that rely on a combined arms approach of melee and magical assault. There are a few dungeons where this badge is much more difficult to obtain, such as those that feature multi-form bosses which use different resistances.  Multiple forms of the same boss count as the same boss for the purpose of this badge, so you must beat them all with one type of damage. &lt;br /&gt;
&lt;br /&gt;
This badge does not actually check the &amp;quot;type of damage&amp;quot;, but instead checks &amp;quot;type of attack&amp;quot;. &lt;br /&gt;
* Normal attack: physical (additional burning damage or a knockback doesn't count)&lt;br /&gt;
* {{s|PISORF}} attack: physical (only if against a wall or a monster)&lt;br /&gt;
* {{s|BURNDAYRAZ}} attack: magical&lt;br /&gt;
* {{t|burning}} stack pop: magical&lt;br /&gt;
* {{c|Sorcerer}}'s mana shield: magical&lt;br /&gt;
* {{t|Magical attack}}: magical ({{boon|Cleansing}} or {{c|Half-Dragon}})&lt;br /&gt;
&lt;br /&gt;
Although the damage from knockback attack is calculated as a physical attack, it is not counted. Thus {{c|Half-Dragon}}'s knockback attack will '''not''' invalidate the badge. {{g|Binlor Ironshield}} can be useful for some  situations, as {{s|PISORF}} gives you a physical damage option from spellcasting and he also provides the option to erode resistances. This badge is often easiest to obtain with {{badge|Warmonger}}, since if you aren't using glyphs you're unlikely to have any source of magical damage. An attack imbued by the cleansing boon of the {{g|Glowing Guardian}} counts as magical and not physical.&lt;br /&gt;
&lt;br /&gt;
===Cheeky===&lt;br /&gt;
Obtaining this badge is more luck-based than skill-based. Will you encounter an appropriate L2 monster, or will your early exploration be blocked off?  If you want to ensure you can grab this badge, preparing {{g|Jehora Jeheyu}} or {{g|Binlor Ironshield}} is a good idea.  These gods offer glyphs that allow you to move monsters out of your way so you can avoid killing L1 opponents until you find a suitable L2 foe to take down.&lt;br /&gt;
&lt;br /&gt;
===Unstoppable===&lt;br /&gt;
The best way to obtain unstoppable is with the {{c|Assassin}} due to swift hands, reaching level 10 will allow you to effortlessly execute every non-boss monster.  For other classes, dealing with the level 8 and 9 monsters as early as possible (thus maximizing the bonus experience yield they give) is the best way to grab the Unstoppable badge.&lt;br /&gt;
&lt;br /&gt;
===Vicious===&lt;br /&gt;
See [[Vicious Token]].&lt;br /&gt;
&lt;br /&gt;
===Edge Cases===&lt;br /&gt;
&lt;br /&gt;
* Making a Pact with {{g|the Pactmaker}} ''disqualifies'' you from {{badge|Faithless}}&lt;br /&gt;
* Obtaining a {{boon|Blood Curse}} from {{g|Dracul}} to reach level 10 will satisfy {{badge|DING! Max!}}&lt;br /&gt;
* If you reach L10, then request {{boon|Humility}} from the {{g|Glowing Guardian}} to drop back down to the L9 and then complete the dungeon, you will still have satisfied {{badge|DING! Max!}}.&lt;br /&gt;
* Other types of potions other than health and mana will not disqualify you from {{badge|Feeling Parched}}.  You can change your witch preparation loadout or try making some trades with {{g|Tikki Tooki}}&lt;br /&gt;
* Monsters removed by Stheno in {{d|Hexx Ruins}} count as defeated for the purposes of {{badge|Unstoppable}}. &lt;br /&gt;
* High level monsters petrified by the {{c|Gorgon}} monster class's attack do not disqualify you from {{badge|Unstoppable}}, only the {{s|IMAWAL}} glyph counts for this purpose.&lt;br /&gt;
* Using the {{i|Translocation Seal}} to steal from a shop does not disqualify you from the {{badge|Miser}} badge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===11 badges in one run===&lt;br /&gt;
&lt;br /&gt;
''Done by William at Sep 02, 2015''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:11badges.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Badges]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Getanadafix&amp;diff=56765</id>
		<title>Getanadafix</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Getanadafix&amp;diff=56765"/>
				<updated>2018-06-16T14:39:09Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
{{{tpl|ENBossInfo}}}&lt;br /&gt;
|BossName=Getanadafix&lt;br /&gt;
|Icon=Druid&lt;br /&gt;
|Att=75&lt;br /&gt;
|Hp=477&lt;br /&gt;
|VTAtt=120&lt;br /&gt;
|VTHp=954&lt;br /&gt;
|BossTraits=&lt;br /&gt;
{{t|Blinks}}&lt;br /&gt;
&lt;br /&gt;
{{t|Magical attack}}&lt;br /&gt;
&lt;br /&gt;
{{t|Spawn Plants}}: 10&lt;br /&gt;
|Found={{d|Western Jungle}}&lt;br /&gt;
|Trophy={{Trophy|Druid Stick}}&lt;br /&gt;
|BInfo=Getanadafix is a {{m|Druid}} boss. In addition to teleporting to a random part of the dungeon he also creates several Mysterious Murkshades plants whenever he is struck.  Being immune to mana burn, or else planning your level-ups carefully to clear the affliction, is preferable.  Due to the teleporting boss you will need to have explored most, if not all, of the dungeon before fighting him otherwise you risk him teleporting into unexplored territory.&lt;br /&gt;
|Tooltip=Difficulty: Normal&amp;amp;#10;Attack/HP: 75/159&amp;amp;#10;Vicious Token Attack/HP: 120/954&amp;amp;#10;Traits: Blinks, Magical attack, Spawn Plants: 10&amp;amp;#10;Trophy: Druid Stick&amp;amp;#10;Found: Western Jungle.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Bosses]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=56764</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=56764"/>
				<updated>2018-06-08T17:23:20Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Monster Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many different monster types you will encounter throughout Desktop Dungeons. Each have different stats and traits, and thus present a specific challenge to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monster Types ==&lt;br /&gt;
XP-wise, there are three types of enemies. &lt;br /&gt;
&lt;br /&gt;
'''General monsters''' are XP-valuable, and they gives experience points when killed. &lt;br /&gt;
&lt;br /&gt;
'''{{t|No Experience}} monsters''' don't give you experience points when killed, and don't trigger several effects. &lt;br /&gt;
* {{g|Dracul}} or {{g|Taurog}} do not give piety from killing no xp monsters. &lt;br /&gt;
* {{g|Dracul}} does not give pity from stealing life.&lt;br /&gt;
* {{g|Glowing Guardian}} does not give {{Piety}} from killing undeads or burning monsters. &lt;br /&gt;
* Under {{g|The Earthmother}}, {{s|IMAWAL}} gives you only 5 piety. &lt;br /&gt;
* {{g|Tikki Tooki}} does not give piety from killing lower level monsters. &lt;br /&gt;
* {{boon|Body Pact}} or {{boon|Warrior's Pact}} does not trigger. &lt;br /&gt;
* {{c|Crusader}}'s momentum does not increase nor decrease when you kill those. &lt;br /&gt;
* Casting {{s|IMAWAL}} on these will only give you {{Piety|5}} instead of 10, won't remove curse, and won't drop gold. &lt;br /&gt;
* {{i|Stone Sigil}} / {{i|Gloves of Midas}} / {{i|Balanced Dagger}} / {{i|Blue Bead}} effect does not trigger. &lt;br /&gt;
&lt;br /&gt;
However, these effects still trigger: &lt;br /&gt;
* {{g|Dracul}} still deducts piety when you kill no xp undeads. &lt;br /&gt;
* {{g|Mystera Annur}} still deducts piety when you kill magics. &lt;br /&gt;
* {{g|Tikki Tooki}} still deducts piety when you are harmed more than twice. &lt;br /&gt;
* {{c|Crusader}}'s momentum does decrease when you attacked but didn't kill it. &lt;br /&gt;
&lt;br /&gt;
Also there are '''[[plant]]s'''. All plants are {{t|No Experience}}, so they have interactions written above. Plants also have some other interactions. &lt;br /&gt;
* Killing plants will invoke {{g|The Earthmother}}'s anger. &lt;br /&gt;
* {{boon|Entanglement}} will not slow plants.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do. Also see the list of [[Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Location&lt;br /&gt;
! Unlock&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Bandit}}&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cursed}}&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Thief Den|Level 3|Mossy Isle Casino}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Dragon Spawn}}&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|{{t|Magical attack}}&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Church]] to Lvl 3&lt;br /&gt;
|-&lt;br /&gt;
||{{m|Goat}}&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|{{t|Magic resist}} 25%&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Mage Tower]] to Lvl 2&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Goblin}}&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|First Strike}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m | Golem}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Magic resist}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Mage Tower]] to Lvl 3&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Goo Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Guild|Level 3|Heroic Headquarters}}&lt;br /&gt;
|-&lt;br /&gt;
||{{m|Gorgon}}&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|{{t|First Strike}}, {{t|Death-gaze}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Thief Den|Level 2|Legitimate Pawn Shoppe}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Meat Man}}&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Serpent}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Poisonous}}&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Church]] to Lvl 2&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Warlock}}&lt;br /&gt;
|135%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Magical attack}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Wraith}}&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|{{t|Undead}}, {{t|Mana Burn}}, {{t|Magical attack}}, {{t|Physical resist}} 30%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Guild|Level 2|Mead Hall}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Zombie}}&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|{{t|Undead}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom. This list does not include any variety of Plant.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Acid Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|85%&lt;br /&gt;
|{{t|Corrosive}}, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[Naga City]], [[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Animated Armour}}&lt;br /&gt;
|160%&lt;br /&gt;
|55%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Death Protection}} (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|[[Cursed Oasis]], [[Halls of Steel]], [[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Berserker}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Berserks}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Berserker Camp]], [[Magic,_Woo!|Wizard Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Burn Viper}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Mana Burn}}, {{t|Blinks}}&lt;br /&gt;
|&lt;br /&gt;
|[[Berserker Camp]], [[Naga City]], [[Namtar's Lair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Blood Snake}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Spawns}}&lt;br /&gt;
|&lt;br /&gt;
|[[A Taste|Bloodmage Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Cave Snake}}&lt;br /&gt;
|70%&lt;br /&gt;
|160%&lt;br /&gt;
|{{t|Poisonous}}, {{t|Spawns}}&lt;br /&gt;
|&lt;br /&gt;
|[[Magma Mines]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Changeling}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|[[Shifting Passages]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Cultist}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Revives}} into {{m|Zombie}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Desert Troll}}&lt;br /&gt;
|85%&lt;br /&gt;
|140%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}&lt;br /&gt;
|&lt;br /&gt;
|[[Northern Desert]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Djinn}}&lt;br /&gt;
|100%&lt;br /&gt;
|110%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Retaliate: Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Doom Armour}}&lt;br /&gt;
|100%&lt;br /&gt;
|65%&lt;br /&gt;
|{{t|Berserks}} 50%, {{t|Death Protection}} (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|[[Demonic Library]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Druid}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Death Protection}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]], [[Dragon Isles]], [[Western Jungle]] (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Forest Troll}}&lt;br /&gt;
|85%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}, {{t|Magic resist}} 25%&lt;br /&gt;
|&lt;br /&gt;
|[[Dragon Isles]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Frozen Troll}}&lt;br /&gt;
|65%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Physical resist}} 50%, {{t|Magic resist}} 50%, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Gelatinous Thing}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Retaliate: Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Imp}}&lt;br /&gt;
|100%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Blinks}}&lt;br /&gt;
|&lt;br /&gt;
|[[Demonic Library]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Illusion}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 50%, {{t|Retaliate: Fireball}}, {{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[Halls of Steel]], [[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Minotaur}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Knockback}} 50%, {{t|Berserks}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Magma Mines]], [[Shifting Passages]], [[The Labyrinth]] (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Muck Walker}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Undead}}, {{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Naga}}&lt;br /&gt;
|100%&lt;br /&gt;
|85%&lt;br /&gt;
|{{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[Ick Swamp]], [[Naga City]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Rock Troll}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}, {{t|Knockback}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Rock Garden]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Rusalka}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Corrosive}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Steel Golem}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 25%, {{t|Curse Bearer}}&lt;br /&gt;
|&lt;br /&gt;
|[[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Shade}}&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|{{t|Physical resist}} 30%, {{t|Undead}}, {{t|Blinks}}, {{t|Life steal}} 40%&lt;br /&gt;
|&lt;br /&gt;
|[[Creeplight Ruins]] (after killing sacrificial goat), [[Cursed Oasis]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Slime Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Curse Bearer}}, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Thrall}}&lt;br /&gt;
|100%&lt;br /&gt;
|110%&lt;br /&gt;
|{{t|Mana Burn}}, {{t|Poisonous}}, {{t|Undead}}&lt;br /&gt;
|&lt;br /&gt;
|[[Cursed Oasis]], [[Demonic Library]], [[Subdungeons|Teeth Teeth Teeth Subdungeon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Tokoloshe}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Physical resist}} 50%; Drops {{i|Tokoloshe Charm}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Vampire}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Life steal}} 40%, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[Ick Swamp]], [[Naga City]], [[Eastern Tundra]] (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monster stats, level, type and dungeon difficulty==&lt;br /&gt;
Basically the monster have a range of abilities and stats, and each type present a unique difficulty to the player. Also, the higher their level, the stronger they are. &lt;br /&gt;
&lt;br /&gt;
=== Base stats and level ===&lt;br /&gt;
For every monster, two formulas to determine the base stats depending on the level. Then, depending on the monster type, modifiers are applied :&lt;br /&gt;
* for base hp, you use (n(n+6)-1), where n is the monsters level, &lt;br /&gt;
* for base attack, you use (n*(n+5))/2, where n is the monsters level. &lt;br /&gt;
&lt;br /&gt;
The monsters base stat depending on the level are shown below :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster type modifiers and traits ===&lt;br /&gt;
After these base stats have been calculated, modifiers and traits are applied. So each monster type present a unique difficulty to the player :&lt;br /&gt;
* Each monster type has an attack and hp modifiers, which indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 70% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
* They also receive [[Traits#Monster traits|traits]], which give them special abilities (such as {{t|Curse Bearer}} for the bandit, which will add one layer of {{t|Cursed}} to the player every time he gets hit by the Bandit, or when he kills it)&lt;br /&gt;
&lt;br /&gt;
However, note that bosses don't follow the same progression as other monsters : they usually are stronger (better stats, and different traits) than what would a regular level 10 monster have.&lt;br /&gt;
&lt;br /&gt;
=== Monster stats and dungeon level ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Monster Difficulty&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| Hobbler's Hold || 80% || -&lt;br /&gt;
|-&lt;br /&gt;
| Den of Danger || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Venture Cave || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Western Jungle || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Eastern Tundra || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Northern Desert || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Southern Swamp || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Doubledoom || 110% || -&lt;br /&gt;
|-&lt;br /&gt;
| Grimm's Grotto || 140% || -&lt;br /&gt;
|-&lt;br /&gt;
| Rock Garden || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Cursed Oasis || 115% || -&lt;br /&gt;
|-&lt;br /&gt;
| Shifting Passages || 130% || Curse Shade boss is based on 100%&lt;br /&gt;
|-&lt;br /&gt;
| Havendale Bridge || 105% || -&lt;br /&gt;
|-&lt;br /&gt;
| The Labyrinth || 130% || -&lt;br /&gt;
|-&lt;br /&gt;
| Magma Mines || 130% || -&lt;br /&gt;
|-&lt;br /&gt;
| Hexx Ruins || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Ick Swamp || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| The Slime Pit || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| Berserker Camp || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Creeplight Ruins || 110% || -&lt;br /&gt;
|-&lt;br /&gt;
| Halls of Steel || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| Demonic Library || 140% || Arena: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Isles || 140% || Corridor: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Naga City || 150% || Arena: 120%&lt;br /&gt;
|-&lt;br /&gt;
| Vicious Steel || 140% || -&lt;br /&gt;
|-&lt;br /&gt;
| Namtar's Lair || 150% || Underworld: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Towers of Gaan-Telet || 100% || Each tower has cumulative +10% difficulty, 100% on final floor&lt;br /&gt;
|-&lt;br /&gt;
| Vicious Gaan-telet || 100% || Each tower has cumulative +10% difficulty, 100% on final floor&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The indicated percentages get applied to increase both the Attack and Health of all monsters present on the map. If you prepare the Vicious Token, then the above percentages get ignored, and instead each monster has 160% Attack / 200% Health. (This also means that on towers 7-9 of Vicious Gaan Telet, monsters will have lower Attack if you prepared the Vicious Token, than if you did not.)&lt;br /&gt;
&lt;br /&gt;
===Distribution and level===&lt;br /&gt;
Not counting bosses and special uniques, each dungeon contains 38 monsters, with the following level distribution&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Number&lt;br /&gt;
!Total XP&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 18&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
Or, in graphic form:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MonsterRoster.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56763</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56763"/>
				<updated>2018-06-07T19:11:54Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Enemy levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find carelessly scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding {{s|BURNDAYRAZ}} to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless {{t|Retaliate: Fireball}}) hence it prefers low life high damage monsters.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 80% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 100%-140% of their stats, and enemies in vicious dungeons have 140%-150% of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
Here are some interesting strategies(made in excel, level calculated on each kill, not just sum of exp and bonuses, Note: it is extremely difficult to kill a lev2 or lev3 monster at lev1 ) :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Strategy&lt;br /&gt;
!Xp total&lt;br /&gt;
!Level Reached&lt;br /&gt;
|-&lt;br /&gt;
| Kill only same level, then stop || 72 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, then lower, the higher || 169 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +1 level, then lower || 183  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+2''' level, then lower || 201  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+3''' level, then lower || 215  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: preferably same level || 197  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: +1 level, use slow || 225  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: '''+2''' level, use slow || 261  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev8,9, kill all monsters: preferably same level || 186  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev6,7,8,9 using 1lev2 and 10lev1, kill all monsters: +1 level (because we need popcorn) || 220  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev5,6,7,8,9 using all 1 2 and 3, kill all monsters: '''+2''' level, petrify  || 233  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, slow all, petrify 8,9 || 215  || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{va|Balanced Dagger}} || 199  || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Knockback&amp;diff=56762</id>
		<title>Knockback</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Knockback&amp;diff=56762"/>
				<updated>2018-06-07T19:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* One Target Monster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Knockback is a position changing and damaging mechanism at the same time. &lt;br /&gt;
&lt;br /&gt;
== What is Knockback ==&lt;br /&gt;
Knockback is a mechanism that pushes the target by one block. There are three kinds of knockback in game: player's {{t|Knockback}} x% trait, {{s|PISORF}}, and monster's {{t|Knockback}} trait. PISORF is largely the same with player's knockback. Monster's knockback will be described later, and only very few monsters have this trait. Knockback will push the target directly backward if it is possible, and will take damage if the tile behind the target was a wall or a monster. &lt;br /&gt;
&lt;br /&gt;
Having just a small percentage of knockback differs hugely from not having it at all, because at least it can push monsters around. &lt;br /&gt;
&lt;br /&gt;
== How to get Knockback ==&lt;br /&gt;
Beginners will find {{s|PISORF}} glyph lying around. This is the only method to use knockback for beginners, but they will also find many other items, abilities or boons to have knockback trait as they [[unlockables|unlock the contents]]. &lt;br /&gt;
&lt;br /&gt;
A {{i|Bear Mace}} can be prepared after the player unlocks the [[Blacksmith]]. It is also found in a blacksmith secret [[subdungeon]], hiding in walls. Bear mace adds {{t|Knockback}} 25% to the player. &lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}}'s boon, {{boon|Stone Fist}}, adds Knockback 50% to the player. &lt;br /&gt;
&lt;br /&gt;
Finally, {{c|Half-Dragon}} starts with Knockback 20%, and each 100 conversion points gives additional 20% to him. &lt;br /&gt;
&lt;br /&gt;
== How to use Knockback ==&lt;br /&gt;
&lt;br /&gt;
Knockback can be used to break walls. Sometimes a player prepares {{i|Bear Mace}} only to find a secret [[subdungeon]], although the player does not plan to use it as additional damage. This item is also worth to prepare in some maze-like dungeons although there is no secret sub. Advanced players can use knockback to break some walls and leave some accessible blackspaces for later on. &lt;br /&gt;
&lt;br /&gt;
Knockback is also very useful to use as a damaging method. It best works when the character can obtain a lot of base damage such as being an {{r|Orc}}, or having a large chunk of walls around the target monster.  &lt;br /&gt;
&lt;br /&gt;
When the tile behind the target monster is &lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as physical damage. &lt;br /&gt;
* '''A monster''': first entity (cue ball) are dealt 80% of Knockback% of your base damage as physical damage, and the second will take exact same damage as a typeless damage. &lt;br /&gt;
* '''Empty''': the target is moved to the empty tile. &lt;br /&gt;
* '''Indestructible tile(water/lava) or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
But, in checking the {{badge|Specialist}} badge, the knockback damage is considered as a typeless damage. This is a trace that knockback had been typeless damage, but turned into a physical attack. {{s|PISORF}} works exactly the same with knockback 60% although it is used without a normal attack. But in checking the Specialist badge, it is considered as a physical damage unlike the knockback trait. &lt;br /&gt;
&lt;br /&gt;
== Positioning ==&lt;br /&gt;
Positioning is very important to leverage the knockback. &lt;br /&gt;
&lt;br /&gt;
=== General Positioning ===&lt;br /&gt;
These are exmples of some awful maps to push monsters. You cannot push monsters into walls, and it implies the damage output is not very good, and you cannot earn piety under {{g|Binlor Ironshield}}. Grey tile means a wall. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The one above is relatively better than the one below. A line is still a good chunk if you can catch the end of the line, and usually this layout have some fork in the hallways which means there is an end. {{s|WEYTWUT}} can be used to position an enemy at the end of a line, then you can erase the line by pushing the monster. But in some cases, especially if some tiles are water or lava, you must carry {{s|ENDISWAL}} to do something about it. &lt;br /&gt;
&lt;br /&gt;
Also note that a narrow corridor has a very high chance to include several monsters. So knockbacking a monster deep into the corridor is not a good move; it wil blocked by another monster pretty soon. In this case you also need {{s|WEYTWUT}} or {{s|ENDISWAL}}. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || 　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This one is the worst map layout. You must carry {{s|ENDISWAL}} to push monsters into walls, and even then it's not efficient at all. For just damaging purpose, you'd better to find a monster to knockback the target into. Unfortunately you will frequently face this layout because using knockback will naturally lead to it. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:black;&amp;quot;|　 || style=&amp;quot;background-color:black;&amp;quot;|　 || style=&amp;quot;background-color:black;&amp;quot;|　 || style=&amp;quot;background-color:black;&amp;quot;|　 || style=&amp;quot;background-color:black;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　 || style=&amp;quot;background-color:grey;&amp;quot;|　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|-&lt;br /&gt;
| 　 || 　 || 　 || 　 || 　&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this situation where black tiles implies a map edge, you cannot set up a good knockback chain without the help of {{s|ENDISWAL}}. &lt;br /&gt;
&lt;br /&gt;
Generally, {{s|ENDISWAL}} is nearly a must if you want to push your target into walls effectively. &lt;br /&gt;
&lt;br /&gt;
=== One Target Monster ===&lt;br /&gt;
When you are going to use your knockback and/or {{s|PISORF}} as a damage source, you need a large chunk of walls around the target and a monster at the end of the chunck. Since pushing target into a monter damages it by only 80%, Empty-Wall-Wall-Wall-Wall chain does the same damage with Monster-Monster-Monster-Monster-Monster (though rounding off can make a little difference). Keep this in mind and carefully position your knockback chain to do the largest damage. &lt;br /&gt;
&lt;br /&gt;
The best chain can be pulled out by pushing the target into walls as long as possible, then pushing the target into a monster after the chunk is gone. For example, Wall-Wall-Wal-Wall-Wall-Empty-Wall-Wall-Wall-Monster-Monster-Monster-... is a very nice knockback chain. &lt;br /&gt;
&lt;br /&gt;
Usually, you need to push the target into an empty tile at least once. If you have both knockback and PISORF, It is best to use PISORF at that timing if your knockback% is more than 60%. Usually the character will have knockback via {{boon|Stone Fist}} or {{i|Bear Mace}} which is 50% and 25% respectively, so a normal attack is better at moving the target into an empty tile. But if you are {{c|Half-Dragon}} or have some greater knockback%, you'd better use PISORF to push the monster. This will maximize the damage output. &lt;br /&gt;
&lt;br /&gt;
Carefully plan your chain, and break some walls before the fight via {{s|ENDISWAL}} to make some empty tile to position yourself. Using {{s|PISORF}} or {{t|Knockback}} to move your target or secondary monster (which will be used to push your target into) next to the wall chunk. Building a chunk with {{s|IMAWAL}} by yourself is one possible method, but {{g|Binlor Ironshield}} hates when you do it.&lt;br /&gt;
&lt;br /&gt;
=== Two Target Monsters ===&lt;br /&gt;
This requires some skillful play. &lt;br /&gt;
&lt;br /&gt;
When you have two monsters to kill, since knockback can attack two targets at once, you can effectively kill both by {{t|Knockback}} and {{s|PISORF}}. It works even better when two targets are not equal. When you use your knockback trait, the additional knockback damage is very small compared to your normal attack. &lt;br /&gt;
&lt;br /&gt;
Killing two targets with knockback attack or {{s|PISORF}} is very efficient because it effectively does double damage. However when you explore some blackspaces, both monsters will heal and it becomes extremely uneffective. Killing two monsters at once is practically only viable for specialized PISORF users, {{c|Rat Monarch}}, or at {{d|Vicious Steel}}. Regen-fighting is very bad here unless you are Rat Monarch. &lt;br /&gt;
&lt;br /&gt;
Let's say the one you are pushing is target 1 'cue ball', and the monster behind is 'knockback target'. The optimal cue ball is monsters which&lt;br /&gt;
*have large health pool (because knockback attack deals more damage to the cue ball)&lt;br /&gt;
*deals low damage&lt;br /&gt;
And the optimal knockback target is monsters with&lt;br /&gt;
*have low health pool&lt;br /&gt;
*deals big damage&lt;br /&gt;
*have nasty traits such as {{t|Blinks}}, {{t|Physical resist}}, {{t|Mana Burn}}, {{t|Poisonous}}, {{t|Corrosion}}, etc. &lt;br /&gt;
Of course if you are using PISORF only, high damage or some traits are not a concern. &lt;br /&gt;
&lt;br /&gt;
Attacking three targets at once is also possible for {{c|Rat Monarch}}. In this case, two monsters are cue balls and one monster is knockback target. If all three targets are equal, it effectively doubles the cue ball's health pool from the perspective of two targets; it reduces the chance the cue ball die too early. Specialized {{s|PISORF}} users can also attack many monsters at once, possibly more than 5. &lt;br /&gt;
&lt;br /&gt;
Knockback target does not lose {{t|Death Protection}} or die by knockback. If you are targeting a single monster it works as a benefit, but in this case it doesn't. &lt;br /&gt;
&lt;br /&gt;
== Various Interactions ==&lt;br /&gt;
=== {{t|Cowardly}} / {{t|Blinks}} &amp;amp; Knockback ===&lt;br /&gt;
{{t|Cowardly}} or {{t|Blinks}} trait activates when the monster is next to you directly after each time you attack it. This includes your normal attack and knockback attack. As result, if you knockback the monster into&lt;br /&gt;
*a monster or water/map edge: it runs(blinks). If the monster is still next to you after it ran(blinked), it runs(blinks) once more (not knocked back!)&lt;br /&gt;
*an emtpy tile or a wall block: the monster is pushed back by one block. Since it is not next to you, {{t|Cowardly}} trait is not activated. &lt;br /&gt;
But knockback target does not change even if the monster changes position. &lt;br /&gt;
&lt;br /&gt;
{{t|Blinks}} differs from {{t|Cowardly}} that it does not take knockback damage when you push it into a monster. It already ran before the knockback occurs, and knockback does not kick in. &lt;br /&gt;
&lt;br /&gt;
If you are striking first, including {{i|Reflex Potion}} or {{c|Gorgon}}'s deathgaze, because the trait is activated directly after you hit them, they will run or blink. Then it is knocked back. Since knockback target does not change even if the monster changes position, the original knockback target will still take damage. &lt;br /&gt;
&lt;br /&gt;
=== {{t|Corrosion}} &amp;amp; Knockback ===&lt;br /&gt;
Knockback has some interesting and non-intuitive mechanism, that is, the knockback target takes damage '''equal to the damage the cue ball took''' no matter what. It means, the knockback target's {{t|Corrosion}} stacks and {{t|Physical resist}} has no effect on the damage. Only cue ball's corrosion and resist are in effect. &lt;br /&gt;
&lt;br /&gt;
This interaction is not very meaningful for most characters, but {{c|Rat Monarch}} should note this interaction. A Rat Monarch equipped with knockback must know and leverage it. &lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
*If a knockback damages a {{t|Burning}} monster, the damage will ignite the burn stack. &lt;br /&gt;
*The Avatar, the boss of {{d|Demonic Library}}, does not spawn ???s when hit by knockback. &lt;br /&gt;
*{{i|Really Big Sword}} applies to both PISORF and knockback. &lt;br /&gt;
&lt;br /&gt;
== Advanced Tricks ==&lt;br /&gt;
'''Checking what lies behind the target'''&lt;br /&gt;
&lt;br /&gt;
If you have knockback or {{s|PISORF}}, you can hover your mouse pointer on a monster to check what lies behind the monster. If the prediction on enemy's health says it will not take damage the tile behind it is an empty tile or water. If the prediction says there will be some knockback damage, the tile behind is a wall or a monster. Calculate carefully to find out whether it is wall or a monster. Note that if it is monster, then only 80% of your knockback damage is induced. &lt;br /&gt;
&lt;br /&gt;
== Monster's Knockback ==&lt;br /&gt;
Few monsters have knockback trait. Directly after the monster hits you, you are knocked back by one tile. You don't need to be next to it. If there is a wall, the wall is destroyed by result and you take 50% more damage. If there is a monster, you are not knocked back but you take 25% more damage, and the monster behind you take the same 25% damage. Although 25% damage is 0 by rounding down, it is an attack to the monster anyway, so it can activate blink or cowardly trait. This knockback damage cannot kill you, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=56761</id>
		<title>Subdungeons</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&amp;diff=56761"/>
				<updated>2018-06-07T18:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Repeatable Signpost Subdungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-repeatable Subdungeons==&lt;br /&gt;
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halfling_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Halfling]]&lt;br /&gt;
|North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gnome Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Gnome]]&lt;br /&gt;
|Center, North, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orc Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Orc]]&lt;br /&gt;
|Center, West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|An Orc in a subdungeon. Offers some &amp;quot;Tea&amp;quot; to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goblin]]&lt;br /&gt;
|Center, South, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemist_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Chemist]]&lt;br /&gt;
|{{d|Demonic Library}}, {{d|Northern Desert}},{{d|Vicious Steel}}, possibly others.&lt;br /&gt;
|No&lt;br /&gt;
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tinker_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tinker]]&lt;br /&gt;
|North, East, ???&lt;br /&gt;
|No&lt;br /&gt;
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crusader_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Crusader]]&lt;br /&gt;
|Center, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmuter_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Transmuter]]&lt;br /&gt;
|West, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witch_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Witch]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|The &amp;quot;Search for the Witch&amp;quot; quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ick_Unlock_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Naga Envoy]]&lt;br /&gt;
|East, ???&lt;br /&gt;
|Yes&lt;br /&gt;
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glowing_Guardian_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Glowing Guardian]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five &amp;quot;Dark Ones&amp;quot; on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dracul_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Dracul]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mystera Annur]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jehora_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jehora Jeheyu]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taurog Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Taurog]]&lt;br /&gt;
|West&lt;br /&gt;
|At first. It becomes shrouded after reaching the center.&lt;br /&gt;
|Large subdungeon with an altar at the center. Usable to unlock Taurog.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binlor_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Binlor Ironshield]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Touch the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Earthmoter Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Earthmother]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tikki_Tooki_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Tikki Tooki]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called &amp;quot;Mischief&amp;quot;, you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pactmaker_Entrance.png|90px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pactmaker]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|Yes&lt;br /&gt;
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Regular Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Graveyard Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Graveyard]]&lt;br /&gt;
|Center, South&lt;br /&gt;
|Yes&lt;br /&gt;
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sir_Thrawn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sir Thrawn]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Exploding Signpost]]&lt;br /&gt;
|Center, North, East, South&lt;br /&gt;
|No&lt;br /&gt;
|Contains bloodstains, several {{m|Barbing Bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Hitball entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Hitball]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Partially&lt;br /&gt;
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Health Pot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Goo Potion]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Djinn Potion]]&lt;br /&gt;
|Center, North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Yin yang entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Yin and Yang]]&lt;br /&gt;
|Center, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains {{m|Ying}} and {{m|Yang}} (both level 7, bloodless, no exp). If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's Sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Zombie Money Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Zombie Money]]&lt;br /&gt;
|North, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sorcerer's Potion Trade]]&lt;br /&gt;
|North&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Jadetooth_Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Jadetooth]]&lt;br /&gt;
|North&lt;br /&gt;
|Partially&lt;br /&gt;
|An 11x11 room with many signs and Jadetooth, a level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection).  When killed, Jadetooth drops  {{i|Strange Mixture|Tea}}, a powerful potion that permanently adds +10 Max HP and +1 Max MP on use, as well as fully restoring health and mana.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blood Altar Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blood Fountain]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:El_Potion_Loco.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[El Potion Loco]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion}} and 2 {{i|Mana Potion}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paans_Labyrinth_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Paan's Labyrinth]]&lt;br /&gt;
|East&lt;br /&gt;
|Partially&lt;br /&gt;
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Undead kennel entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Undead Kennel]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Pepper the Dog}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Mass09_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Mass09 Banking]]&lt;br /&gt;
|East&lt;br /&gt;
|No&lt;br /&gt;
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Smackle Funky's]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Vampire Chef Entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Vegetarian Vampire]]&lt;br /&gt;
|South&lt;br /&gt;
|Yes&lt;br /&gt;
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).&lt;br /&gt;
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Confession]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Erosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Wisp Gems]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Wisp Gem}}s (5% attack bonus, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Corrosive plants entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sticky Stick]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Spoon Garden.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Spoon garden]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room containing 5 different plants, each of them drop {{i|Spoon}} (+1 base damage, small item).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Metal spider temple entrance.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Metal Spider Temple]]&lt;br /&gt;
|South&lt;br /&gt;
|No&lt;br /&gt;
|15x13 Room, uncovering tiles will afflict you with different debuffs.  Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SokoDungeon.jpg|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The New World]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Soko-Trolls puzzle, must spell out &amp;quot;The New World&amp;quot; in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lernutrix]]&lt;br /&gt;
|West&lt;br /&gt;
|Yes&lt;br /&gt;
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Goat Piety Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[The Mighty Lost Lekon]]&lt;br /&gt;
|North, West, East&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Dracos Heart entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Draco's Heart]]&lt;br /&gt;
|West&lt;br /&gt;
|No&lt;br /&gt;
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Titan Guitar.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Really Awesome Guitar]]&lt;br /&gt;
|North, West&lt;br /&gt;
|Yes&lt;br /&gt;
|Quite a few walls which are immediately destroyed upon picking up the guitar. This doesn't give piety with Binlor. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[WIZARD.EXE]]&lt;br /&gt;
|North&lt;br /&gt;
|Yes&lt;br /&gt;
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brandonnn.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Brandonnn]]&lt;br /&gt;
|East&lt;br /&gt;
|Yes&lt;br /&gt;
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Cha'Dylan]]&lt;br /&gt;
|South, West&lt;br /&gt;
|Partially&lt;br /&gt;
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Saint Solitude.png|96px|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Contemplate the Waters]]&lt;br /&gt;
|South&lt;br /&gt;
|Partially&lt;br /&gt;
|15x13 Room with 100 tiles non accesible Blackspace. Contains a Monk who sells a {{s|LEMMISI}} glyph for 25g. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Free Booster Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Free Booster]]&lt;br /&gt;
|Center, East&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Council Voting Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[History of the Northern Empire]]&lt;br /&gt;
|???&lt;br /&gt;
|No&lt;br /&gt;
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon_Pen.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Pen the Mage Dragon]]&lt;br /&gt;
|West&lt;br /&gt;
|Partially.&lt;br /&gt;
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon placeholder.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Sub]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repeatable Signpost Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
About 25% of the time, the subdungeon will be a &amp;quot;signpost&amp;quot; subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west.  For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=10% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=5%  | Region&lt;br /&gt;
!width=25% | Summary&lt;br /&gt;
!width=55% | Signpost&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Legend of the Signpost Gorgon&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.&lt;br /&gt;
|Legend of the Signboard Gorgon:&lt;br /&gt;
&lt;br /&gt;
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.&lt;br /&gt;
&lt;br /&gt;
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NomNom_Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Edible Adversaries&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.&lt;br /&gt;
|The Adventurer's Cookbook&lt;br /&gt;
Chapter 3: Edible Adversaries&lt;br /&gt;
&lt;br /&gt;
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Petting_Zoo.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Know Your Farm Animals&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.&lt;br /&gt;
|Know Your Farm Animals!&lt;br /&gt;
A Guide for Children&lt;br /&gt;
&lt;br /&gt;
Entry #427: Common Farm Goat&lt;br /&gt;
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.&lt;br /&gt;
&lt;br /&gt;
Entry #428: Common Dungeon Goat&lt;br /&gt;
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Goblin Itch&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and two level 2 {{m|Goblin}}s.&lt;br /&gt;
|Embarrassing Adventurer Problems #6: Goblin Itch&lt;br /&gt;
&lt;br /&gt;
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.&lt;br /&gt;
&lt;br /&gt;
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Misplaced Cutlery&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and three {{i|Spoon}}s.&lt;br /&gt;
|The sign here is old and faded. You make out only a few words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... speaks of a lost and ruined tower, known in ancient texts as &amp;quot;Gaan-Telet&amp;quot;. The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Orb&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Orb}}.&lt;br /&gt;
|&amp;quot;I've got 99 orbs, but a Zot ain't one.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Yendor Vendor&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and a shop called &amp;quot;Yendor Vendor&amp;quot; selling a {{i|Cracked Amulet}}.&lt;br /&gt;
|Experience Catapult:&lt;br /&gt;
&lt;br /&gt;
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Popcorn Entrance.PNG|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Popcorn&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Warlock}}s.&lt;br /&gt;
|Popcorn:&lt;br /&gt;
&lt;br /&gt;
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of the Den of Danger&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|The {{d|Den of Danger}}, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Center&lt;br /&gt;
|8 gold piles.&lt;br /&gt;
|I know you're reading these. Stop it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sapphire Helmet&lt;br /&gt;
|Center&lt;br /&gt;
|6 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|History of Venture Cave&lt;br /&gt;
|Center&lt;br /&gt;
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.&lt;br /&gt;
|{{d|Venture Cave}} was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to {{d|Grimm's Grotto}}.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMISI_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Hacked Glyph&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).&lt;br /&gt;
|I have gone mad.&amp;lt;br&amp;gt;So has the rest of the council.&amp;lt;br&amp;gt;So has the rest of our empire.&amp;lt;br&amp;gt;Only afforded the briefest lucidity while this entire civilisation disappears.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Foolish Imp&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.&lt;br /&gt;
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?&lt;br /&gt;
&lt;br /&gt;
Foolish fooly fools!&lt;br /&gt;
Biscuits.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prison_Break.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Prison Break&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Wall Cruncher}}s.&lt;br /&gt;
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.&lt;br /&gt;
&lt;br /&gt;
I shall escape tomorrow, and make my way East.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Serpent Dungeon&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.&lt;br /&gt;
|Tales of the Favoured, extract:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and as she approached the great serpent, it raised itself from the floor&lt;br /&gt;
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.&lt;br /&gt;
&lt;br /&gt;
The creature perished, and her body felt a sudden pureness again ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar_Statue_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Avatar Statue&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.&lt;br /&gt;
|They gathered in a circle to summon the Avatar.&lt;br /&gt;
&lt;br /&gt;
They thought that they could control it.&lt;br /&gt;
&lt;br /&gt;
But they were too feeble to even complete the ritual.&lt;br /&gt;
&lt;br /&gt;
Their minds clouded over and they cursed us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Shade Transformation&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.&lt;br /&gt;
|I saw their bodies change. The five of them took terrible forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_2_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Teeth Teeth Teeth&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Forlorn}}.&lt;br /&gt;
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Mad Whispers&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: &amp;quot;... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&amp;amp;NshU9Ad(! BRING IN THE AVATAR&amp;quot;.&lt;br /&gt;
|FOR THE RECORD OF THE ARCHIVES&lt;br /&gt;
&lt;br /&gt;
COUNCIL VOTES (ROUND 1):&lt;br /&gt;
MP - In Favour&lt;br /&gt;
MZ - Not In Favour&lt;br /&gt;
PP - In Favour&lt;br /&gt;
PZ - Abstained&lt;br /&gt;
A - In Favour&lt;br /&gt;
N - Not In Favour; Called For Veto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Bards&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|The Bardic Collection, Book 3:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creature of Sapphire,&amp;lt;br&amp;gt;Helm bearing Ruby,&amp;lt;br&amp;gt;Sword made of Emerald,&amp;lt;br&amp;gt;And Heart of a Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Penance_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Penance&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and {{i|Penance}}.&lt;br /&gt;
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a level 8 {{m|Imp}}.&lt;br /&gt;
|There's something scratched into the signpost here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|North&lt;br /&gt;
|5 gold piles, and a {{i|Mystera Scripture}}.&lt;br /&gt;
|Two faces? Same being.&lt;br /&gt;
&lt;br /&gt;
- The Mad Heretic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake_Beard_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|I Wish I Could Read&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|&amp;quot;I wish I knew how to read&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Orb of Lusory}}.&lt;br /&gt;
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand_of_Binding_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wand of Binding&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Wand of Binding}}.&lt;br /&gt;
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:&lt;br /&gt;
&lt;br /&gt;
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Depleted Glyph&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP). '''Known bug''': under {{boon|Mystic Balance}}, you should have at least 2MP to use this glyph despite that it consumes no MP. &lt;br /&gt;
|This note looks to be fairly recent.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dented_Helmet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dented Helmet&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Dented Helm}}.&lt;br /&gt;
|Horrible Fates: A Cautionary Almanac for Adventurers&lt;br /&gt;
&lt;br /&gt;
Entry: ANIMATED ARMOURS&lt;br /&gt;
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.&lt;br /&gt;
&lt;br /&gt;
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)&lt;br /&gt;
&lt;br /&gt;
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining_Blade_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Draining Blade&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Draining Blade}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Cracked Soul Orb.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Cracked Soul Orb&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and a {{i|Cracked Soul Orb}}.&lt;br /&gt;
|From the Book of Namtar:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Underworld&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 level 1 {{m|Imp}}s.&lt;br /&gt;
|The Underworld is near. Man or god, it lies beyond your comprehension.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|East&lt;br /&gt;
|5 gold piles, and 3 {{i|Goat Horn}}s.&lt;br /&gt;
|This sign is old and weathered, but the script is neat and precise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?&lt;br /&gt;
&lt;br /&gt;
I dream of a figure in a hood, but no more than that.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Fake Beard}}.&lt;br /&gt;
|How does one pronounce a triple 'S' anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_Garden_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|The Garden&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.&lt;br /&gt;
|&amp;quot;Gardening&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Crumbling Ward&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Crumbling Ward}}.&lt;br /&gt;
|Our priests have discovered much about these foreign religions.&lt;br /&gt;
&lt;br /&gt;
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.&lt;br /&gt;
&lt;br /&gt;
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Bound Sword}}.&lt;br /&gt;
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strange_Amulet_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strange Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Strange Amulet}}.  When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.&lt;br /&gt;
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diary_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Diary of a Goat&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.&lt;br /&gt;
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Mage_Entrance.png|center]]&lt;br /&gt;
|Dragon Mage&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.&lt;br /&gt;
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spider_Amulet_Entrance.PNG|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Spider Amulet&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Spider Amulet}}.&lt;br /&gt;
|From the Legendary Bestiary of Legends:&lt;br /&gt;
&lt;br /&gt;
CHAPTER 6 - IMPROBABLE BEASTS&lt;br /&gt;
&lt;br /&gt;
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as &amp;quot;spiders&amp;quot; have ever been anything but a tale to frighten children.&lt;br /&gt;
&lt;br /&gt;
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.&lt;br /&gt;
&lt;br /&gt;
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dark_Ones_Entrance.png|center]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|History of the Southern Empire&lt;br /&gt;
|South&lt;br /&gt;
| 5 small gold piles, and a large gold pile containing 5-7 gold.&lt;br /&gt;
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.&lt;br /&gt;
&lt;br /&gt;
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Den_Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Gorgon Den&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!&lt;br /&gt;
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.&lt;br /&gt;
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.&lt;br /&gt;
&lt;br /&gt;
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|South&lt;br /&gt;
|5 gold piles, and a {{i|Long Rant}}.&lt;br /&gt;
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|This ancient text is entitled &amp;quot;DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX.&amp;quot; Most of the writing has been rendered illegible, save for one barely readable entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a&lt;br /&gt;
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|OUR SURROUNDING ENVIRONS&lt;br /&gt;
by Maphax the Explorer&lt;br /&gt;
&lt;br /&gt;
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|West&lt;br /&gt;
|5 gold piles.&lt;br /&gt;
|Hello,&lt;br /&gt;
&lt;br /&gt;
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.&lt;br /&gt;
&lt;br /&gt;
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)&lt;br /&gt;
&lt;br /&gt;
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?&lt;br /&gt;
&lt;br /&gt;
Temporary friendship? ;)&lt;br /&gt;
-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secret (Repeatable) Subdungeons ==&lt;br /&gt;
&lt;br /&gt;
A lot of maps have a second, hidden &amp;quot;secret&amp;quot; subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=15% | Entrance View&lt;br /&gt;
!width=10% | Name&lt;br /&gt;
!width=10% | Appears in&lt;br /&gt;
!width=10% | Explored?&lt;br /&gt;
!width=75% | Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Good Glenrick Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Good Glenrick]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Lots of Gold Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Lots of Gold]]&lt;br /&gt;
|North, East, South (tbc center/west)&lt;br /&gt;
|No&lt;br /&gt;
|A 5x5 room with 20 small gold piles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Blacksmith]]&lt;br /&gt;
|Center, North, East (tbc west/south)&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Subdungeon Level 1 surround entrance.png|center]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[Monster Den]]&lt;br /&gt;
|Anywhere&lt;br /&gt;
|No&lt;br /&gt;
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=56760</id>
		<title>BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=56760"/>
				<updated>2018-06-07T18:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=BLUDTUPOWA&lt;br /&gt;
|ManaCost=0&lt;br /&gt;
|ShortDesc=3 health per level&lt;br /&gt;
|Effects=&lt;br /&gt;
*Uncovers the 3 closest dungeon tiles, without regenerating monsters.&lt;br /&gt;
*Lose 3 health per level, but gain 1 mana per revealed tile (minimum +1)&lt;br /&gt;
|Hotkey=U&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BLUDTOPOWA is a rather unique glyph, as it is the only glyph in the game with no manacosts. Instead, it replenishes the players mana at the expense of his health and blackspace. This makes it naturally a good fit for dedicated spellcasters, but a rather poor find for hybrid or physical-oriented builds.   &lt;br /&gt;
&lt;br /&gt;
The uncovered tiles are the 3 closest tiles to the player. &lt;br /&gt;
The distance is the number of tile you would need to move through without moving diagonally (It does of course not take obstacles into account). Knowing which tiles will be uncovered can be of some use (see [[#hints|hints]])&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA is unlocked along with the {{c|Bloodmage}}.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
BLUDTOPOWA is a very handy glyph for any character based around spellcasting. Dedicated spellcasters usually focus on increasing their mana or glyph effectiveness, so they often neglect their attack damage. This usually results in rather ineffective strikes. BLUDTOPOWA allows them to use their health more efficiently.   &lt;br /&gt;
Naturally, BLUDTOPOWA won't work with hybrid-builds. Taking damage means you'll have less health to use for BLUDTOPOWA and vice-versa, so the two concepts are mutually exclusive. &lt;br /&gt;
&lt;br /&gt;
As expected, the {{c|Bloodmage}} excels at using his signature glyph. Their sanguine trait allows them to use the glyph more often than other classes during combat, especially if they have quaffed a mana potion or two. A well built bloodmage can release an amazing amount of fireballs before going out of breath and is often able to kill monsters with magic alone.  &lt;br /&gt;
They also have to rely on it to compensate for their low maximum mana.      &lt;br /&gt;
&lt;br /&gt;
The {{c|Assassin}} is another class that can get much mileage out of this glyph, especially if he is played as an elf. &lt;br /&gt;
Since they start with {{s|APHEELSIK}} and can always obtain {{s|BURNDAYRAZ}}, they can easily have one of the most potent glyph combinations in the game if they happen to find BLUDTOPOWA. The player simply poisons a monster and uses BLUDTOPOWA to fuel BURNDAYRAZ. Once health and mana are depleted, the player simply explores until he has to recast APHEELSIK again - at which point he simply repeats the cycle. This combo allows to continuously damage an enemy without him retaliating or regenerating, so it can bring down even enemies of a high level.&lt;br /&gt;
&lt;br /&gt;
A rather unexpected class that benefits from the glyph is the {{c|Monk}}. Monks deal very low damage, and BURNDAYRAZ is a feasible way to bypass that restriction. His fast health regeneration in combination with burning allows him to effectively regenfight enemies via magic, ignoring any physical resistances.&lt;br /&gt;
&lt;br /&gt;
BLUDTOPOWA loses much of its strength once the endgame is reached. If there is no longer any black space available, the glyph will only replenish 1 mana, but still cost health. Unless the player is very desperate to squeeze out a few manapoints , it's better to convert the glyph.&lt;br /&gt;
&lt;br /&gt;
As damage is concerned, (3health=1/2*4damage per level) for every 100 damage done you recieve 150 on average, of course {{s|BURNDAYRAZ}} increases damage on every cast and reducing the cast cost improves efficiency , this way you can fight monsters that on average deal more than 150% of your atack, or monsters that are resistant, or monsters that have debuffs (since you dont hit them).&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
* The Sorcerer is allergic to this glyph - it costs 4 more health than every other class to use it, due to his class traits. (3 per level + 4).  Prior to this change, a 1st level Sorcerer could cast indefinitely by healing from casting spells than using BLUDTUPOWA to recover mana.&lt;br /&gt;
&lt;br /&gt;
* Since it doesn't have a mana cost, BLUDTUPOWA is unaffected by the Mystic Balance boon of {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
* BLUDTUPOWA always reveals the closest tiles to the player, without healing the monsters. This can be exploited by assasins who need to get their first strike, Bloodmages who want to avoid stepping on their Bloodpools, or to simply check what lies behind a wall.&lt;br /&gt;
&lt;br /&gt;
* For the same reason, it can also be of some use to reveal again a monster which has escaped in dark space (due to its {{t|Blinks}} or {{t|Cowardly}} traits, or because you {{t|Knockback}}ed it). This is specially true when the monster has {{t|Fast regen}} or {{t|Life steal}}, as it won't trigger these effects.&lt;br /&gt;
&lt;br /&gt;
* It's a good idea to use unreachable blackspaces via BLUDTUPOWA. &lt;br /&gt;
&lt;br /&gt;
* If you don't have any blackspaces left, except some very extreme edge cases, you should convert this glyph. Converting 3 unit HP to 1MP is awfully inefficient. &lt;br /&gt;
&lt;br /&gt;
* {{s|BLUDTUPOWA}} has an interesting synergy with death protection effects such as {{s|CYDSTEPP}}.  If your next attack will leave you 'Barely Alive', any hitpoints you have are irrelevant, so you may as well convert them into mana.&lt;br /&gt;
&lt;br /&gt;
* {{g|Mystera Annur}} won't reward any piety for using this glyph, but {{g|Taurog}} will count it as a normal spellcast.&lt;br /&gt;
&lt;br /&gt;
* {{g|Glowing Guardian}} punishes the player for using this glyph, but grants extra-piety for converting it.&lt;br /&gt;
&lt;br /&gt;
* {{s|BLUDTUPOWA}} is an excellent find for the {{c|Goatperson}}. As it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WONAFYT&amp;diff=56759</id>
		<title>WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WONAFYT&amp;diff=56759"/>
				<updated>2018-06-07T17:48:04Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=WONAFYT&lt;br /&gt;
|ShortDesc=summon monster&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Teleports a random monster of the player's level (or lower, if unavailable) to a empty tile next to the player and slows it. &lt;br /&gt;
* Monsters are teleported to a random tile horizontally or vertically adjacent to the player. If all such tiles are filled, glyph targets a random diagonally adjacent tile.&lt;br /&gt;
* Fails if no same-level or lower-level monster exists. Chance to fail if targets magic resistant monster.&lt;br /&gt;
* Afflicts the target monster with {{t|Slowed}} (+1XP when killed, temporarily loses {{t|First strike}}, {{t|Retaliate: Fireball}}, {{t|Cowardly}}).&lt;br /&gt;
|Hotkey= S&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monster summoning [[glyph]] is a '''utility''' glyph that can seem less powerful in comparison to other glyphs because it has very few '''immediate''' benefits. However, using this glyph correctly has many long-term benefits, notably the creation of slowed [[popcorn]] that is easy to harvest for strategic leveling. &lt;br /&gt;
&lt;br /&gt;
This glyph is likely to spawn very close to the player, making it ideal for use during early exploration as a means of using mana that would otherwise be wasted. It is also an excellent way to clear low-level chokepoints and reduce the chance of having your hand forced by an unlucky monster placement.&lt;br /&gt;
&lt;br /&gt;
== Understanding WONAFYT ==&lt;br /&gt;
New players may be misled by this glyph into attempting to kill same-level monsters over higher or lower level monsters. This is generally accepted to be an inefficient choice: they grant no bonus experience, but are strong enough to deplete your health and mana.  In terms of how much experience reward you get for how much effort you expend, this is a ''horrible'' deal and you should constantly be striving to avoid fighting these monsters, either fighting weaker monsters that you can kill effortlessly or stronger monsters that are worth bonus experience.&lt;br /&gt;
&lt;br /&gt;
New players may be further confused by the inclusion of the slow effect on monsters.  Most equal-level monsters are too strong to kill in a single blow, and slow will expire as soon as you strike them.  This means that you usually cannot capitalize on the +1 experience bonus immediately after the monster is summoned unless you are strong enough to kill it in a single attack.  Any character strong enough to do this should be capable of defeating considerably more powerful monsters and earning large amounts of bonus experience for doing so. The slow effect is only valuable in the long term, when you have grown strong enough to dispatch the monster in a single blow.&lt;br /&gt;
&lt;br /&gt;
The only exception to these general rules is in case a player has the {{i|Balanced Dagger}} item, in which case summoning equal level monsters to fight becomes a strong strategy if executed correctly.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
To use this glyph to its full potential, go to an explored and largely empty part of the dungeon to summon monsters, then leave them there without attacking.  This will corral weaker monsters that might otherwise be blocking hallways and place them out of your way, forming what is known as a [[popcorn]] bowl.  Since slow never expires unless you attack the slowed monster itself, you can continue exploring and leveling up and return much later to kill them in a single strike and gain the +1 XP bonus, allowing you to strategically level up at the most opportune time.  In many ways, WONAFYT functions as a less expensive but much less controllable and practical version of {{s|WEYTWUT}}.&lt;br /&gt;
&lt;br /&gt;
WONAFYT appears to be random; however, teleportation follows certain rules: &lt;br /&gt;
&lt;br /&gt;
1) Monsters will always be teleported to empty tiles '''directly adjacent''' to the player first.&lt;br /&gt;
&lt;br /&gt;
2) Monsters will always be teleported to '''non-diagonal tiles if possible'''.&lt;br /&gt;
&lt;br /&gt;
3) The teleport prioritizes monsters in this order: &lt;br /&gt;
&lt;br /&gt;
* Monsters that are not slowed.&lt;br /&gt;
* Monsters of an equal level.&lt;br /&gt;
* Monsters of a lower level, gradually from the character's level to level 1&lt;br /&gt;
* Monsters with no magic resistance. It's possible to summon a golem (50% mr) rather than an equal-leveled goat (25% mr). &lt;br /&gt;
&lt;br /&gt;
This means that if there are no non-slowed monsters of equal or lower level, priority reverts to ''equal-leveled'' monsters, preferring monsters with lower resistance. Note that WONAFYT ignores monsters that are immune to Magic.&lt;br /&gt;
&lt;br /&gt;
If used correctly, WONAFYT is as effective as {{s|WEYTWUT}} for a fraction of the cost, needs no targeting, and pulls monsters out of unexplored territory, saving exploration.&lt;br /&gt;
&lt;br /&gt;
The more monsters you teleport and slow, the smaller the pool of potential candidates for teleportation. By slowing all but one same-level monster on a map, you can predict which monster will be teleported with high levels of accuracy. &lt;br /&gt;
&lt;br /&gt;
When WONAFYT is near your starting position, it is possible to destroy all enemies on most maps with only having explored about half the map. Before you kill any creatures on a map, search around for WONAFYT. Immediately use all of your mana to cast it multiple times. Explore, and cast again until one of the creatures you have already summoned and slowed is moved again. This means you have all creatures your level and lower next to you. Make sure you have enough mana to cast again, then attack a creature until it is one hit away from death. Cast WONAFYT again. Since the attacked creature is the only one at your level or less that is not slowed, it will move and be slowed. Finish it off. Do this until you level up. Repeat this process until you have summoned all level 2 creatures. Then kill off the level one creatures that are one hit kills (this trick is awesome with assassin). Often I make to level three without killing any level two creatures and almost to level four feeding off level two creatures. Repeat for all levels until you finally summon the boss. In this way, you get one bonus experience for every creature on the map, you do no unnecessary exploring, and will almost always reach level 10 if you have the balanced dagger.&lt;br /&gt;
&lt;br /&gt;
Unlike the other glyphs, WONAFYT tends to appear close to the character's starting location so that the player can pull out the maximum of it. This is because WONAFYT is generally only useful during early exploration. This sole fact makes the initial exploration be better around the starting position rather than proceeding to one direction, if no additional information is given. During later exploration, its mana cost is rarely worthwhile, and as a higher-level character it's unlikely that you will ever be able to slay the monsters it summons in a single blow in order to take advantage of its slow effect (unless you are an {{c|Assassin}}).  As a result, if you've already explored more than half the dungeon, you should ignore this glyph completely in favour of glyphs with more immediate effects.&lt;br /&gt;
&lt;br /&gt;
WONAFYT becomes inact when there is no possible target in the current dungeon floor. Trying to use it does nothing, and does not consume your mana. &lt;br /&gt;
&lt;br /&gt;
For characters who have the {{i|Balanced Dagger}} there is an additional strategy: With the Dagger, one gets the same XP for a same-level monster as for a monster one level above the character level. In that sense, fighting same-level monsters is not a complete waste of resources. After the first attack, the slow effect will expire. But since WONAFYT first targets not slowed same-level monsters, one can use the glyph to slow the monster for the final blow (in such a case, WONAFYT is superior to WEYTWUT because of the lower mana cost).&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56758</id>
		<title>Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon&amp;diff=56758"/>
				<updated>2018-06-06T18:15:57Z</updated>
		
		<summary type="html">&lt;p&gt;Choongmyoung: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human Gorgon.png]][[File:Gorgon Monster Icon.png]]&lt;br /&gt;
This article is about the playable race, for the monster see {{mM|Gorgon}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|ConversionCost=100&lt;br /&gt;
|ConversionEffect=+5% {{t|Death-gaze}}&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;AZURE BODY: Starts with 25% Physical resistance, Death Gaze Immune, -50% bonus damage&amp;amp;#10;SAPPHIRE LOCKS: Natural Poisonous:5 strike, petrifies enemies, starts with the ENDISWAL glyph&amp;amp;#10;AMETHYST STARE: Starts with Death-gaze 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health&amp;amp;#10;&amp;amp;#10;Gorgons gain +5% Death-gaze for every 100 Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|AZURE BODY}}: Starts with 25% {{t|Physical resist}}, {{t|Death Gaze Immune}}, -50% bonus damage&lt;br /&gt;
;{{a|SAPPHIRE LOCKS}}: Natural {{t|Poisonous}}:5 strike, petrifies enemies, starts with {{s|ENDISWAL}} glyph&lt;br /&gt;
;{{a|AMETHYST STARE}}: Starts with {{t|Death-gaze}} 10%. Death-gaze effect deals unresistable damage upon attacking enemies with low health.&lt;br /&gt;
|Conversion=5% {{t|Death-gaze}} per 100 Conversion Points&lt;br /&gt;
|Unlock=Complete {{d|Naga City}} with 3 [[Classes]]&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have reduced base damage, but unfortunately raising bonus damage is harder to accomplish. However, with the right items the Gorgon should negate their bonus damage penalty and then some.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about Gorgons are their intrinsic poison attacks granted by {{a|SAPPHIRE LOCKS}}. Combined with their natural physical resistance, Gorgons are able to tackle higher level enemies, using poison to come out ahead in trades. Combining this with their death gaze immunity means enemy Gorgons are easy prey (as ironic as that might be for a mirror match).&lt;br /&gt;
&lt;br /&gt;
Confusingly, the Gorgon class's Deathgaze skill differs from the one that enemy monsters have. Both versions trigger when the enemy is below the Deathgaze% threshold at the start of the attack, but the player's Deathgaze does not instantly kill. Instead, the player's Deathgaze is a free attack that inflicts damage equal to the player's base attack before the enemy strikes. This often finishes them off, preventing retaliation.  This is NOT affected by {{i|Platemail}}, making it a great item buy or even preparation candidate that has great synergy with poison and stoneskin.&lt;br /&gt;
&lt;br /&gt;
The Deathgaze skill doesn't scale quite as well as the other monster class's CP bonuses do, but the CP investment can make a difference all the same - it's just one option, where a {{c|Vampire}} or {{c|Rat Monarch}} would be crazy not to go conversion-heavy.  At 10% Deathgaze, the skill is strictly a finishing attack for edge cases.  With some CP investment, Deathgaze becomes a much more reliable First Strike alternative. It takes a moderate-to-large CP investment to be able to use Deathgaze two or more times in a single fight, and the scaling pays off especially well against Super Meat Man, who can be brought into Deathgaze range with {{i|Can of Whupaz}} and other potions before you continue, regen-fighting for the rest.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that Gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}, but not bosses. The Gorgon does begin with {{s|ENDISWAL}}, but the net effect is that the Gorgon often has to spend 6 mana to progress further. This means the Gorgon needs to conserve mana and/or blackspace when playing in cramped areas, which is sometimes easier said than done. The glyph makes it easier to reach hidden subdungeons, and the Gorgon does well with {{g|Binlor Ironshield}} on levels such as {{d|Shifting Passages}}, {{d|Rock Garden}}, and {{d|The Labyrinth}} where you would want to destroy a large number of walls regardless. Petrified enemies do leave blood pools, but they're only accessible after the statue is destroyed, so this means Gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.  Depending on your worship plans, you may wish to break statues for blood pools mid-game.  Barring that, you should break walls that either make additional blackspace accessible in the late game, or that help you get past blockages.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Gorgons are a bit complicated. Several considerations need to be made when sorting out monster difficulty.  Very few monsters are at one extreme or the other.&lt;br /&gt;
&lt;br /&gt;
Enemies should be non-undead (so that poison works), deal physical damage, and have irrelevant perks compensating for lowered stats.  Magic resist is a minor consideration, while physical resistance is often a larger concern.  Status ailments are to be avoided.  Some of the most common foes are listed below in roughly increasing order of difficulty by paragraph.&lt;br /&gt;
&lt;br /&gt;
{{mM|Gorgon}} is the easiest monster to kill for bonus experience.  Deathgaze immunity and your own Deathgaze negates their Deathgaze and First Strike skills.  {{m|Meat Man}} is about equally attractive as a target, as well as {{m|Goat}}, whose moderate magic resistance keeps it from being even easier.  Whenever you have {{s|HALPMEH}} to clear out poison, {{m|Serpent}} joins this tier.&lt;br /&gt;
&lt;br /&gt;
{{m|Goblin}}'s First Strike is bypassed by Deathgaze, so they are also decent regen-fighting targets, but not quite top-tier due to their good damage.  Similarly, {{m|Golem}} has enough magic resistance to be of a similar tier, unless you have {{s|PISORF}} or {{s|HALPMEH}} to make the fight easier.&lt;br /&gt;
&lt;br /&gt;
A high-level {{m|Bandit}} is weak enough to regen-fight easily, but requires a large amount of popcorn to remove the curses.  This can be done once or maybe twice in a run with proper planning after better targets are gone.  A high-level {{m|Goo Blob}} is doable, but will cost a ton of blackspace, and {{s|BURNDAYRAZ}} is needed to leverage the poison strike into a winning damage trade - don't forget to leave a stack of Burning on while you explore.&lt;br /&gt;
&lt;br /&gt;
No single enemy is a perfect storm of troubling traits, but several are mostly bad targets. {{m|Dragon Spawn}} does magic damage and is tanky, but can be poisoned. {{m|Zombie}} is a powerful brawler and undead, but deals physical damage. These two are probably the worst threats. {{m|Wraith}}s are undead and magical, but are susceptible to fireballs+Deathgaze at a certain point, making Mana Burn irrelevant. {{m|Warlock}}s are slightly harder - poison susceptibility doesn't make up for their increased damage and higher health compared to a {{m|Wraith}}, but they still die to fireballs more easily than a {{m|Dragon Spawn}}.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to Gorgons. {{s|IMAWAL}} synergizes with the Gorgon very well because of their playstyle depending on facing higher level enemies - popping an {{s|IMAWAL}} before killing a high-level Goblin or Gorgon will be well worth the 5 mana. An early {{s|BURNDAYRAZ}} is an important tool for Gorgons, since it maximizes their damage and varies the damage type, and also gives her something to do with mana when fighting against magic enemies (though you are still not making any use of your base 25% physical resistance and should prioritize something else for high-level kills regardless). Adding a few fireballs after poisoning will take down high-level enemies faster and stretch the poison duration a bit longer with burn stacks. {{s|BLUDTUPOWA}} can be useful for Gorgons if it costs less life than the damage prevented by {{s|ENDISWAL}}, or if it enables a {{s|BURNDAYRAZ}}/Deathgaze finishing combo. {{s|HALPMEH}} tends to be more combat-efficient than {{s|ENDISWAL}}, and it can negate poison, turning {{m|Serpent}}s into easy experience similar to {{MM|Gorgon}}s. It is more efficient than {{s|BURNDAYRAZ}} for fighting low-damage physical enemies like {{m|Meat Man}} or magic-resistant enemies like {{m|Golem}}.&lt;br /&gt;
&lt;br /&gt;
Some glyphs come out a bit flat. {{s|GETINDARE}} is somewhat eclipsed by Deathgaze, so first strike only occasionally makes a difference - the dodge chance is of some benefit, but has to be weighed against glyph's inventory space and CP value.  Similarly, {{s|PISORF}} is semi-redundant with {{s|ENDISWAL}}, functioning only as a physical damage source when you would typically prefer to regen fight using mana for fireballs and stoneskin anyway - only 2-for-1 {{s|PISORF}} billiards enthusiasts need apply here.  {{s|APHEELSIK}} isn't useless, but is probably outclassed by {{s|HALPMEH}} or {{s|BURNDAYRAZ}}; it can occasionally optimize your resources mid-fight if you have the extra inventory for it. {{s|CYDSTEPP}}'s ability to buy a single attack with low bonus damage isn't much of a winning proposition, either, unless you have a high enough CP total to chain two Deategazes back-to-back.  The glyph itself holds much of the CP that you need to accomplish this in the first place, though.  Cast-and-convert is a strong option here.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best gods for a Gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a Gorgon, {{boon|Stone Form}} is the best boon a Gorgon could ever ask for. There is never a shortage of ways to break walls as a Gorgon, so gaining piety is no sweat.  You can even pop tons of statues with {{boon|Stone Heart}} to aid a late conversion to {{g|Dracul}} or {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} has useful boons and can easily be fueled by the always-spamable {{s|ENDISWAL}}. Whether you rely on stoneskin, fireballs, or a combination, {{boon|Mystic Balance}} and {{boon|Refreshment}} are welcome aid (but {{boon|Flames}} is niche at best and {{boon|Weakening}} is only occasionally worth the piety).&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} helps with the Gorgon's low damage and his armor synergizes well with the Gorgon's innate physical resistance. Constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  Alternatively, a late-game death protection spike is possible if you spend your mana, convert to Taurog, clear out the popcorn, convert glyphs for piety and CP, and then proceed to land multiple Deathgaze attacks on the last boss.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for {{boon|Plantation}}, as the Gorgon's starting {{s|ENDISWAL}} ensures she won't find herself stuck, and {{boon|Greenblood}} and {{boon|Vine Form}} are strong with the Gorgon's slant towards fireballs and regen fighting, and her end-game piety and mana spike can be significant if you've been prioritizing statue-breaking mid-game.&lt;br /&gt;
&lt;br /&gt;
Similarly, {{g|Dracul}} can be worth it for {{boon|Blood Shield}} alone, making even one stack of {{t|Stone skin}} go the extra mile, and {{t|Sanguine}} is useful to the extent that you can access the pools. {{t|Life steal}} is a mixed bag, since you deal low damage, but apply poison to your blood cows.&lt;br /&gt;
&lt;br /&gt;
The only really unusable deity is {{g|Glowing Guardian}}, due to his hatred for poison.  {{g|Tikki Tooki}} is also problematic, since he is not a huge fan of regen fighter strategies.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means that the  {{i|Perseverance Badge}} and {{i|Dwarven Gauntlets}} are excellent items for Gorgons. The {{i|Battlemage Ring}} is a good option for a caster strategy.  {{i|Whurrgarbl}} synergizes with poison strike, and {{i|Platemail}} synergizes with the entire regen fighting scheme while not interfering at all with Deathgaze in its function as a first-strike finishing move.  {{i|Witchalok Pendant}} lets you regen-fight non-magical monsters much more efficiently. {{i|Martyr Wraps}} are also decent, even if the Monk uses them better.&lt;br /&gt;
&lt;br /&gt;
You can make a spellcasting Gorgon with a {{i|Avatar's Codex}} and {{g|Mystera Annur}}. Since the Gorgon has an innate first strike which does not depend on your damage bonus, you can have a special first strike that ignores monster's first strike and your -100% (!) damage bonus from the class trait and {{boon|Flames}}. Two-three fireballs and death gaze is usually enough to kill the enemies. The drawback is that your normal attack power becomes negligible so it makes you can't even mop the popcorns without BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Choongmyoung</name></author>	</entry>

	</feed>