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		<title>Triple Quests</title>
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				<updated>2024-01-18T18:40:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Scenario 1 - Southern Swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the {{c|Goatperson}} DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than {{d|Vicious Gaan-Telet}} (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, and special rules - however normal [[preparations]] are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the [[File:Vicious Badge.png]][[Vicious Token]], only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* {{g|Taurog}}'s gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* {{g|Glowing Guardian}}'s {{i|Prayer Bead}}s will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A {{i|Crystal Ball}} in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General note on worship choice: {{g|Tikki Tooki}} is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the {{g|Glowing Guardian}} is a poor deity choice for early scenarios, because his {{i|Prayer Bead}}s clog the inventory of all subsequent scenarios without providing much benefit. {{g|Dracul}} and {{g|The Earthmother}} are really useful on maps that have blood pools: One can win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
&lt;br /&gt;
Do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe); &amp;quot;Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0); &amp;quot;Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants); &amp;quot;Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe) &amp;quot;Glowing Guardian! Vainglorious, self-styled &amp;quot;defender of righteousness&amp;quot;! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
Some recommended preps may include {{i|Alchemist Scroll}} (for last stage), {{i|Dragon Shield}}, {{g|Taurog}} (Sword+Armor), {{g|Tikki Tooki}} (potions), More Glyphs, {{i|Burn Salve}}, and of course {{i|Can of Whupaz}} (for boss #2).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops, no gold in the main area, and no normal subdungeon. Otherwise, the map has the standard assortment of glyphs, potions, altars and stat boosters, and even sometimes a secret subdungeon. Note that there is no guarantee that BURNDAYRAZ will spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune + Random Abilities).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune + Random Abilities).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to '''level up'''. Ideal targets will be the {{m|Djinn}}s and {{m|Doom Armour}}s. If you have the {{i|Soul Orb}}, {{m|Thrall}}s also become (relatively) easy pickings. {{m|Steel Golem}}s and {{m|Succubus}}es will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshiping {{g|Glowing Guardian}} as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights. Consider '''not''' taking {{boon|Humility}}, as you want your {{s|HALPMEH}} to heal every bit you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The initial forms of '''The Avatar''' mini-bosses are not difficult, and should become feasible around L4-5 (though you should likely wait until 6 or 7). Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fighting the 2nd form of the mini-bosses can be tedious.''' They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the {{i|Platemail}} and  {{i|Martyr Wraps}} can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of {{t|Corrosion}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''As the bosses start to die, you will find it harder and harder to get an optimal hit in.''' It is therefore recommended that you try to deplete the bosses' health pools in a balanced way -- Sometimes picking a boss who is less optimal but has higher health just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The {{i|Compression Seal}}s nicely offset the {{i|Prayer Bead}}s you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the {{i|Spoon}}s can help round up your damage, but may be useless by the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Use the resources available''' to refill ({{boon|Protection}} from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank '''one more level-up''' for the final bossfight. The Watcher is not terribly difficult (especially if you unload that [[File:Can of Whupaz.png]] Can of Whupaz  you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56381</id>
		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56381"/>
				<updated>2016-11-25T04:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
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= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
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==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
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Do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
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== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
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[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
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'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
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This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
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==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
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==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
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==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
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==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
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==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
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== Scenario 3 - Magma Mines ==&lt;br /&gt;
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[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
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''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
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==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
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= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
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''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
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[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
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''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
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==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
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==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
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==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
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==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
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==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
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''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56380</id>
		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56380"/>
				<updated>2016-11-21T17:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
&lt;br /&gt;
However, do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56379</id>
		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56379"/>
				<updated>2016-11-21T15:33:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Scenario 1 - Southern Swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
However, do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56378</id>
		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56378"/>
				<updated>2016-11-21T15:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
However, do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point matters in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mana&amp;diff=47263</id>
		<title>Alpha:Mana</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mana&amp;diff=47263"/>
				<updated>2014-12-27T03:18:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: monks don't regen 2 mana/space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mana''' is used for casting spells (known as [[Alpha:Glyphs|Glyphs]]) in [[Desktop Dungeons]]. Each hero begins with mana and the ability to use it, although some [[Alpha:Classes|classes]] are more skilled with the use of it than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=== Glyphs and Spells ===&lt;br /&gt;
&lt;br /&gt;
* In order to use a glyph you've found, you must click &amp;quot;pick up&amp;quot; in the &amp;quot;on ground&amp;quot; slot, and it will appear in your spell slots.&lt;br /&gt;
* Casting a spell on a monster does NOT trigger a melee combat exchange.&lt;br /&gt;
** Glyphs that aren't very useful to you should be converted by dragging them into the conversion [[File:Conversion.PNG]] icon. This will give you a benefit depending upon your [[Alpha:Races|race]]. Humans get more attack power, for example.&lt;br /&gt;
*** Some [[Alpha:Gods|gods]] may praise or take swift retribution for conversion of some glyphs once you've chosen them as your diety. [[Alpha:Taurog|Taurog]] will give +5 piety for each conversion while [[Alpha:Glowing Guardian|The Glowing Guardian]] will renounce you for destroying [[Alpha:HALPMEH|HALPMEH]].&lt;br /&gt;
&lt;br /&gt;
=== Gaining Mana ===&lt;br /&gt;
&lt;br /&gt;
Mana is typically regenerated as you explore.&lt;br /&gt;
* The [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] glyph increases mana gain to 2 MP / 1 tile while active.&lt;br /&gt;
* Some [[Alpha:Monsters|Monsters]] (Wraith, Bandit) and even gods (Taurog) can inflict Mana Burn. '''Mana Burn''' prevents you from regenerating your mana whilst uncovering unexplored areas but can be cured by using a mana potion, the &amp;quot;Sign of the spirits&amp;quot; [[Alpha:Items|item]], or by [[Alpha:Level|leveling]] (''Research info required: will buying a mana burn immunity charm (Soul Orb) cure it?''&lt;br /&gt;
** The [[Alpha:Crusader|Crusader]] and [[Alpha:Vampire(race)|Vampire]] classes begin with '''Mana Burn Immunity''' (the &amp;quot;Soul orb&amp;quot; item will grant Immunity as well). This ability can still be removed by worshipping some gods.&lt;br /&gt;
&lt;br /&gt;
=== Mana Capacity ===&lt;br /&gt;
&lt;br /&gt;
Most classes start with a 10 mana point pool, this can be increased or decreased by several factors:&lt;br /&gt;
* Gods can increase or decrease your mana capacity.&lt;br /&gt;
* Picking up Mana Powerups [[File:MPBoostNew.png]] will increase the explorer's capacity by one, there exists 3 of these in each dungeon (4 for the [[Alpha:Thief|Thief]])&lt;br /&gt;
* Converting Glyphs as the Elf race will increase MP capacity by 2.&lt;br /&gt;
* [[Alpha:Items|Items]] can play a large role in increasing or decreasing the explorer's capacity as well. The high level &amp;quot;Magician's moonstrike&amp;quot; will increase it by 15 but renders melee combat useless.&lt;br /&gt;
It is possible to have negative mana, but be careful! Having exactly 0 mana will cause an error that crashes the game (alpha).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47262</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47262"/>
				<updated>2014-12-27T03:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Potions and Powerups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes severely wasted resources. The second most important thing to understand is that '''everything''' is a resource. Inventory, mana, piety (you'll get to that) and gold are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;popcorn&amp;quot;), even your health is a resource to be managed! If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed. &lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Object of the Game ===&lt;br /&gt;
Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
As you know from the tutorial, killing monsters increases your experience, and killing higher-level monsters gives you experience. Accrue enough, and you level up! Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
#+10 max HP&lt;br /&gt;
#+5 damage&lt;br /&gt;
#A health + mana restore&lt;br /&gt;
#A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
The most critical part of this to understand is the health and mana restore, which is core to the most fundamental strategy in the game: the '''level-up catapult'''. To execute this strategy, you will need:&lt;br /&gt;
&lt;br /&gt;
#To be within a few XP of leveling up&lt;br /&gt;
#Have a high-level monster you can get within killing range, but are unable to kill without using potions&lt;br /&gt;
&lt;br /&gt;
The execution is simple. Fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster, giving you the ability to kill it! This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out. &lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
#In order to learn a spell after you've found it, you must double-click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your inventory.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
#Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
# Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective, Thief(Health Potions also restore 20% Mana, and Mana potions also restore 20% health) and Blood Mage (Mana Potion 60% effective).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
#New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
#If you find a glyph you're not going to use, drag it to the conversion box for 100 conversion points.&lt;br /&gt;
#If you find or buy an item you're not going to use, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
#If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
#Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
#You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
#Preparations are a large variety of things that help your adventurer. Anything from scouting altars, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
#Every adventurer has 6 inventory slots.&lt;br /&gt;
#Each slot can either hold one large item or 5 small items.&lt;br /&gt;
#Items like potions, charms and pendants are small space.&lt;br /&gt;
#Most items, including glyphs, are large space items&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
#[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
#Different actions can either gain or lose piety.&lt;br /&gt;
#Piety is used to purchase boons, which give the player good effects.&lt;br /&gt;
#If piety hits 0 or below, you invoke the god's punishment.&lt;br /&gt;
#In extreme situations, you may want to desecrate another god's altar.&lt;br /&gt;
#Desecrating an altar grants some piety and pardon from the next three piety losses you would receive, but invokes the other god's punishment.&lt;br /&gt;
#Gods are unlocked by completing their subdungeon(s).&lt;br /&gt;
#Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
#The number of altars that appear in a dungeon depend on the number you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
#Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you usually need many or all of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
#When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
#Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
#With all of the gold you will be racking up in your vault, you upgrade your kingdom.&lt;br /&gt;
#There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
#You can gain a new class, and a monster.&lt;br /&gt;
#You can gain a new race.&lt;br /&gt;
#You can gain new preparations.&lt;br /&gt;
#See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
#One special type of preparation is the adventuring locker.&lt;br /&gt;
#If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
#If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
#Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&amp;diff=47261</id>
		<title>Bloodmage</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&amp;diff=47261"/>
				<updated>2014-12-27T03:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: mana potions increase sanguine by 2%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Bloodmage&lt;br /&gt;
|ShortHand=Bl&lt;br /&gt;
|Traits=&lt;br /&gt;
;INSANE: Start with the BLUDTUPOWA glyph, - 3 Mana&lt;br /&gt;
;SANGUINE: Walking over a BloodPool restores 20% of maximum health&lt;br /&gt;
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuBl}},{{DwBl}},{{GnBl}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 3 [[Mage Tower]]&lt;br /&gt;
|Group=Tier 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Bloodmages are the mad scientists of the magic-using world: essentially the Sorcerer gone a little bit rotten. Not rotten enough to be considered un-heroic, but still not the sort of person you'd want to meet in a shadowy alchemy lab. The magic that has fused with their bodies typically gets put to slightly more horrific uses than expected, at great cost to themselves as well as their foes.''&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*{{t|Insane}}: Start with the BLUDTUPOWA glyph, -3 Mana&lt;br /&gt;
*{{t|Sanguine}}: Walking over a BloodPool restores 20% of maximum health&lt;br /&gt;
*{{t|Power-hungry}}: Mana potions 60% effective and boost Sanguine by 2%, drinking blood restores 1 mana&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
The Bloodmage loves mana potions, making the Gnome a natural choice.  However, you will need to improve your maximum mana somehow to get the most out of them.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
The Elf's racial ability can be used to compensate for the Bloodmage's starting mana penalty, making your mana potions extremely powerful.  You will want to obtain as many mana potions as you can, such as with a Keg of Mana.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
Dwarf is the obvious choice if you want to maximise your health pool.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Bloodmage is an odd class, totally centered around his '''Sanguine''' class feature.  Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability.  There are two opposite approaches to playing the Bloodmage: &lt;br /&gt;
&lt;br /&gt;
The first is to use Sanguine to fuel BLUDTUPOWA and also boosting your max mana so that mana potions become powerful, allowing an enormous number of spells to be cast without allowing monsters to regenerate.  In this approach, you can largely neglect attack damage.&lt;br /&gt;
&lt;br /&gt;
The second is to play a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat.  With this approach, you will hardly ever cast BLUDTUPOWA, but it can still be treated as a free 100 CP.  Combined with a good physical attack and some resistances, the Bloodmage can become a very dangerous warrior.&lt;br /&gt;
&lt;br /&gt;
In either case, anything that improves your maximum health is a good investment.  Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly.  Characters with expanded health pools will also benefit from items such as the Fire Heart.&lt;br /&gt;
&lt;br /&gt;
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait.  If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.&lt;br /&gt;
&lt;br /&gt;
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances.  {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons.  {{g|Mystera Annur}} can work well with the BLUDTUPOWA extreme spellcaster approach.  Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.&lt;br /&gt;
&lt;br /&gt;
Because the Bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible.  You must absolutely not get separated from them.  On scenarios such as [[Naga City]] where there is a point of no return, this makes the Bloodmage a significantly weaker class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47260</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47260"/>
				<updated>2014-12-27T02:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: bloodmage has been changed since this was written&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes severely wasted resources. The second most important thing to understand is that '''everything''' is a resource. Inventory, mana, piety (you'll get to that) and gold are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;popcorn&amp;quot;), even your health is a resource to be managed! If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed. &lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Object of the Game ===&lt;br /&gt;
Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
As you know from the tutorial, killing monsters increases your experience, and killing higher-level monsters gives you experience. Accrue enough, and you level up! Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
#+10 max HP&lt;br /&gt;
#+5 damage&lt;br /&gt;
#A health + mana restore&lt;br /&gt;
#A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
The most critical part of this to understand is the health and mana restore, which is core to the most fundamental strategy in the game: the '''level-up catapult'''. To execute this strategy, you will need:&lt;br /&gt;
&lt;br /&gt;
#To be within a few XP of leveling up&lt;br /&gt;
#Have a high-level monster you can get within killing range, but are unable to kill without using potions&lt;br /&gt;
&lt;br /&gt;
The execution is simple. Fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster, giving you the ability to kill it! This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out. &lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
#In order to learn a spell after you've found it, you must double-click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your inventory.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
#Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
# Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective) and Blood Mage (Mana Potion 60% effective).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
#New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
#If you find a glyph you're not going to use, drag it to the conversion box for 100 conversion points.&lt;br /&gt;
#If you find or buy an item you're not going to use, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
#If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
#Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
#You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
#Preparations are a large variety of things that help your adventurer. Anything from scouting altars, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
#Every adventurer has 6 inventory slots.&lt;br /&gt;
#Each slot can either hold one large item or 5 small items.&lt;br /&gt;
#Items like potions, charms and pendants are small space.&lt;br /&gt;
#Most items, including glyphs, are large space items&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
#[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
#Different actions can either gain or lose piety.&lt;br /&gt;
#Piety is used to purchase boons, which give the player good effects.&lt;br /&gt;
#If piety hits 0 or below, you invoke the god's punishment.&lt;br /&gt;
#In extreme situations, you may want to desecrate another god's altar.&lt;br /&gt;
#Desecrating an altar grants some piety and pardon from the next three piety losses you would receive, but invokes the other god's punishment.&lt;br /&gt;
#Gods are unlocked by completing their subdungeon(s).&lt;br /&gt;
#Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
#The number of altars that appear in a dungeon depend on the number you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
#Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you usually need many or all of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
#When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
#Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
#With all of the gold you will be racking up in your vault, you upgrade your kingdom.&lt;br /&gt;
#There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
#You can gain a new class, and a monster.&lt;br /&gt;
#You can gain a new race.&lt;br /&gt;
#You can gain new preparations.&lt;br /&gt;
#See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
#One special type of preparation is the adventuring locker.&lt;br /&gt;
#If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
#If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
#Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47259</id>
		<title>New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=New_Players_Guide&amp;diff=47259"/>
				<updated>2014-12-27T02:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: All bosses now drop trophies, Changed to reflect that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Welcome to Desktop Dungeons! You've bought this magnificent game through the avenue of your choice, blazed through the tutorial, and... can't clear Venture Cave. Don't fret! Desktop dungeons is an incredibly complex game, with much to offer the human who masters its systems, but as a consequence has a very steep learning curve. The fact that you're here means you are willing to stick with it, though, and that is excellent! This page contains a basic explanation of the game's systems and strategies you can use to help ease you in to the game.&lt;br /&gt;
&lt;br /&gt;
The single most important thing to know is that DD is a game about '''resource management'''. This is a game that punishes severely wasted resources. The second most important thing to understand is that '''everything''' is a resource. Inventory, mana, piety (you'll get to that) and gold are not the only things you will want to manage. Exploration, experience, low-level enemies (&amp;quot;popcorn&amp;quot;), even your health is a resource to be managed! If this sounds overwhelming, fear not! For most of the game, you only need to understand a small part of this to succeed. &lt;br /&gt;
&lt;br /&gt;
== In-Dungeon Basics ==&lt;br /&gt;
=== Object of the Game ===&lt;br /&gt;
Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.  If there are multiple such monsters, you must defeat all of them. They will drop trophies that you can sell.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Levels ===&lt;br /&gt;
As you know from the tutorial, killing monsters increases your experience, and killing higher-level monsters gives you experience. Accrue enough, and you level up! Knowing exactly what you get from a level-up is critical to a deeper understanding of the game, as proper timing of level-ups is crucial to your success in a dungeon run. The benefits of a level-up are:&lt;br /&gt;
&lt;br /&gt;
#+10 max HP&lt;br /&gt;
#+5 damage&lt;br /&gt;
#A health + mana restore&lt;br /&gt;
#A wipe of any poison or mana burn effects on the player&lt;br /&gt;
&lt;br /&gt;
The most critical part of this to understand is the health and mana restore, which is core to the most fundamental strategy in the game: the '''level-up catapult'''. To execute this strategy, you will need:&lt;br /&gt;
&lt;br /&gt;
#To be within a few XP of leveling up&lt;br /&gt;
#Have a high-level monster you can get within killing range, but are unable to kill without using potions&lt;br /&gt;
&lt;br /&gt;
The execution is simple. Fight the high level monster until you are out of mana and you can't take any more hits from it. Then, kill a lower-level monster to level up, refreshing your health and mana. Finally, use your refreshed resources to finish killing the monster, giving you the ability to kill it! This technique is very simple, but is the pillar upon which high-level play is built on. Learn it. Love it. Master it.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
Important things not covered by these bullets are strike order modifiers. A player with First Strike will strike first regardless of levels, unless the opposing monster also has first strike. A slowed player will always strike last in battle. First Strike and Slow cancel each other out. &lt;br /&gt;
&lt;br /&gt;
=== Mana and Spells ===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[Glyphs]] in the dungeon. (Certain, later, [[classes]] start the game with a specific glyph in their inventory.)&lt;br /&gt;
#In order to learn a spell after you've found it, you must double-click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your inventory.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you 100 conversion points, and possibly a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
=== Healing and Restoring Mana ===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
#Whenever you gain a level, your health and mana are fully restored.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Powerups ===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
# Basic Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective) and Blood Mage (Mana Potion 100% effective at the expense of 6 Health per Level).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's conversion works the same way.&lt;br /&gt;
&lt;br /&gt;
=== Monster Health Regeneration ===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions — including fighting other monsters and moving around parts of the map that you've already explored — will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
=== Gold and Items ===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#If the Bazaar is unlocked, shops will spawn in the dungeon.&lt;br /&gt;
#New [[items]] can be unlocked by completing [[Quest|quests]] or [[Class Challenges|class challenges]].&lt;br /&gt;
&lt;br /&gt;
=== Conversion points ===&lt;br /&gt;
#If you find a glyph you're not going to use, drag it to the conversion box for 100 conversion points.&lt;br /&gt;
#If you find or buy an item you're not going to use, drag it to the conversion box for its specified amount of conversion points.&lt;br /&gt;
#If you fill up your conversion bar with extra points left over, they will carry over.&lt;br /&gt;
#Your necessary amount of conversion points and bonus is determined by your [[Races|race]]&lt;br /&gt;
&lt;br /&gt;
=== Preparations ===&lt;br /&gt;
#You can choose to &amp;quot;finance&amp;quot; your adventurer by bringing preparations.&lt;br /&gt;
#Preparations are a large variety of things that help your adventurer. Anything from scouting altars, to staring with a fireball glyph, to bringing a cool special potion into the fight.&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
#Every adventurer has 6 inventory slots.&lt;br /&gt;
#Each slot can either hold one large item or 5 small items.&lt;br /&gt;
#Items like potions, charms and pendants are small space.&lt;br /&gt;
#Most items, including glyphs, are large space items&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
#[[Gods]] in Desktop Dungeons are like most gods in other rogue-likes. They each have there own bonuses and penalties.&lt;br /&gt;
#Different actions can either gain or lose piety.&lt;br /&gt;
#Piety is used to purchase boons, which give the player good effects.&lt;br /&gt;
#If piety hits 0 or below, you invoke the god's punishment.&lt;br /&gt;
#In extreme situations, you may want to desecrate another god's altar.&lt;br /&gt;
#Desecrating an altar grants some piety and pardon from the next three piety losses you would receive, but invokes the other god's punishment.&lt;br /&gt;
#Gods are unlocked by completing their subdungeon(s).&lt;br /&gt;
#Once you unlock a god, they are put into the randomizer for which gods will spawn.&lt;br /&gt;
#The number of altars that appear in a dungeon depend on the number you have unlocked.  You will begin with 1, and will end with 3.&lt;br /&gt;
&lt;br /&gt;
=== Basic Hints ===&lt;br /&gt;
#Always fight the highest [[Level|level]] [[Monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you usually need many or all of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Do not kill your adventurer unless you cannot escape, because they will keep their gold and sell off their loot.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Management==&lt;br /&gt;
&lt;br /&gt;
=== Finishing a Dungeon ===&lt;br /&gt;
#When you exit a dungeon, through the main staircase or by taking the trophy, you will immediately send all of your gold into your vault. Then you sell off all your items, normal things for half-price and the trophy for full.&lt;br /&gt;
#Your Kingdom Vault cannot exceed its limit, 400 gold at the start but progressive more as you upgrade your [[Bank|bank]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
#With all of the gold you will be racking up in your vault, you upgrade your kingdom.&lt;br /&gt;
#There a 3 main things you can gain from upgrading a building.&lt;br /&gt;
#You can gain a new class, and a monster.&lt;br /&gt;
#You can gain a new race.&lt;br /&gt;
#You can gain new preparations.&lt;br /&gt;
#See [[buildings]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== The Adventuring Locker ===&lt;br /&gt;
#One special type of preparation is the adventuring locker.&lt;br /&gt;
#If you bring items out of a dungeon, you can drag them into a locker and pay 50 gold to &amp;quot;locker&amp;quot; it.&lt;br /&gt;
#If your adventurer dies with the item, converts it, or destroys it in any way you can pay a 50 gold fee to &amp;quot;re-locker&amp;quot; it instead of looking around for it in shops.&lt;br /&gt;
#Locker spaces are limited, so you may have to boot something out to put something in.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47243</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47243"/>
				<updated>2014-12-24T03:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: No longer works with the poison nerf, better to just use apheelsik normally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
=== Race Selection ===&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, but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
=== Game Phases ===&lt;br /&gt;
One strategy that can be effective is to play the game as if there were 3 distinct phases to it:  Scouting, Preparation, and Boss Battling&lt;br /&gt;
*Scouting: 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 Runes are available, as well as what Boss spawned (If in a random boss dungeon). You can significantly speed this up if you Scout: Altar.&lt;br /&gt;
*Preparation:  Levels 3 to 7.  It's possible to kill monsters of significantly higher level during this phase, to generate more exp by using the level-up steamroll and the experience catapult.  The goal is to generate enough bonus experience to be able to reach levels 9 or 10.&lt;br /&gt;
*Boss Battling:  Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
=== Character Builds ===&lt;br /&gt;
There are several different approaches to character builds which generally fall into one of the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Striker ====&lt;br /&gt;
Focusing heavily on attack damage and one-time buffs, Strikers are characters that attempt to end their fights quickly with a few powerful physical attacks.  Strikers only use spellcasting to supplement their damage, primarily relying on physical attacks.  Character classes such as the {{c|Warlord}}, {{c|Rogue}}, and {{c|Crusader}} make strong strikers.  Strikers tend to only want enough health and resistances to survive a single attack from enemies, and put no further effort into defenses, instead focusing on offense so they only ''need'' to survive that one attack.  Temporary buffs that only last for one attack are very useful to striker builds, since their battles end shortly afterwards and they can then explore to recharge their mana and re-cast their buffs.  Strikers benefit enormously from any item that increases their attack damage, and greatly enjoy the {{s|CYDSTEPP}}, {{s|ENDISWAL}}, and {{s|GETINDARE}} glyphs which allow them to tack on a few extra attacks with little additional effort.  These characters prefer to fight low-health monsters such as Goats, Gorgons, and Warlocks.&lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} are generally the best races for strikers, though strong striker strategies exist for every race except for the {{r|Dwarf}}. &lt;br /&gt;
&lt;br /&gt;
==== Brawler ====&lt;br /&gt;
The sister build of the Striker, the Brawler attempts to balance offense and defense to outlast opponents by sheer attrition.  While they do not focus on ending battles quickly like the striker, attack damage is still the most important aspect for a brawler character.  Permanent resistances are very useful to the Brawler, making deities that offer boons to that effect very valuable.  Classes such as the {{c|Berserker}}, {{c|Monk}}, and {{c|Paladin}} make superb brawlers.  Brawlers make exceptional poison fighters with the {{s|APHEELSIK}} glyph, and can often make great use of {{s|HALPMEH}} and {{s|BYSSEPS}}.  Glyphs that deal damage directly are poor choices for brawlers, which need to use more mana-efficient options to win battles of attrition.  Brawlers prefer to fight low-damage monsters such as Meatmen or Golems, but are heavily penalized for fighting monsters with debuffs such as bandits.  &lt;br /&gt;
&lt;br /&gt;
In some cases, the line between Brawler and Striker may become blurred.  Since both builds prioritize attack damage foremost, opportunity and necessity may cause strikers to play like brawlers and brawlers to play like strikers.  This overlap means you can often enter the dungeon with preparations that would suit either a brawler or striker and then develop on the build that makes most sense based on the boss and the deities, items, and glyphs available to you. &lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} make the best Brawlers, but specific brawler strategies exist for every race.&lt;br /&gt;
&lt;br /&gt;
==== Caster ====&lt;br /&gt;
Specializing in either the {{s|PISORF}} or {{s|BURNDAYRAZ}} glyph, a dedicated caster eschews the normal focus on attack damage, instead diverting attention to max mana or other unconventional advantages.  The caster will primarily rely on glyphs for damage, and survivability is largely a non-issue.  This make utility glyphs that help your combat performance largely worthless, but makes the {{s|BLUDTUPOWA}} glyph invaluable.  The {{i|Crystal Ball}} item is by far the best selection for a caster, although you'll need to save a decent sum of gold to abuse it. Casters can deal massive amounts of damage without ever taking retaliation from monsters, enabling them to casually ignore debuffs and massive damage that an enemy might otherwise have.  The largest downside casters face is that they have trouble killing weaker monsters when performing level-up catapults, since their total focus on magic means their attack damage is going to be very low and they will either have to use mana or health resources to defeat weaker monsters that should be push-overs.  This makes the ''swift hands'' class feature of the {{c|Assassin}} very useful for caster characters.  Other strong caster classes are the {{c|Wizard}} and {{c|Bloodmage}}. &lt;br /&gt;
&lt;br /&gt;
Casters should almost always play as an {{r|Elf}}, {{r|Gnome}}, or {{r|Orc}}.  Elves and Gnomes grant additional spellcasting power, while the Orc's bonus to base attack greatly increases the damage he deals with {{s|PISORF}}. Orc Caster builds are very uncommon since there is no way to ensure PISORF or Binlor (without prepping him) will appear in the dungeon, and your entire character setup depends on that.&lt;br /&gt;
&lt;br /&gt;
==== Hybrid ====&lt;br /&gt;
These characters, for whatever reason, do not have any particular attributes that make them well suited to one specific approach.  Instead, they present a well-rounded character that alters his approach for different monsters and situations.  Hybrids lack the specialization of other builds, and as a result are much weaker overall and will need to leverage their versatility to use their resources more efficiently.  They also tend to suffer because they will want to keep a wider variety of glyphs, and will not gain benefits from having converted them until later in the dungeon.  Classes such as the {{c|Fighter}}, {{c|Thief}}, and {{c|Sorcerer}} have the kind of versatility that makes for a good hybrid.  The {{c|Wizard}} is also potentially a good hybrid choice, as he is able to carry a large number of glyphs and does not need to convert them directly in order to extract conversion points from them.  Obviously your deity choice would be entirely based on your scenario.&lt;br /&gt;
&lt;br /&gt;
Races that are back-loaded (that is to say, you benefit most by converting items and glyphs late), such as the {{r|Halfling}}, {{r|Gnome}}, and {{r|Goblin}} make for excellent hybrids.  The {{r|Human}} and {{r|Elf}} are also sufficiently diverse to offer a strong option for hybrids.&lt;br /&gt;
&lt;br /&gt;
=== God Selection ===&lt;br /&gt;
God selection is essential to victory.  Nothing is worse than picking a god only to discover that the selection is going to prevent you from winning.  On the other hand, getting a god early usually means more piety and access to better  boons.  Whether or not you should grab a god as soon as you see them is a factor of your race, class, level, items, glyphs and the state of the dungeon.  Here are some general rules for each:&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of magic resistance and resistance reduction, and is an okay source of piety. He grants a free PISORF on worship, which may be tricky to get piety with. You can get ENDISWAL for 35 piety, or can pick one up if it spawns making Extra Glyphs a good preperation to take if you plan on worshiping him. If you have the BLUDTUPOWA glyph then you can accumulate piety with Binlor faster than with any other deity. Constantly requesting Stone Skin and Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't have any resistances. One downside to Binlor is that if the boss has high resistance, it's important you find the boss as soon as possible, as Stone Heart works on visible enemies only.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health he can bring to the table. By conserving blood pools and exploiting his Blood Tithe boon, you can get the equivalent of a dozen Health Potions, even more if you're a Bloodmage. Unfortunately, he HATES all holy magic (HALPMEH and CYDSTEPP) so if you rely on these he is not a good choice. The other reason he's useful is for if Blood Shield boon, which stacks extremely well with the Dragon Shield, but has a high piety cost. His Blood Hunger boon works well for striker builds, since you can overheal using life steal.&lt;br /&gt;
*{{g|The Earthmother}}: A somewhat useful deity by herself, but a great source of piety. The exp bonus from IMAWAL can work to your advantage, and you gain piety from it! Her Plantation boon allows you to get 100 Piety extremely easily, which can be used to convert to another deity. She also works well with The Pactmaker. As for her other boons, they provide decent leverage early game, but tends to fall off late game. Vine Form is a cheap source of HP at early levels. Clearance provides a cheap source of mana for the first few requests. Greenblood is a weak boon, but it's usable if you desperately need to get rid of curse. Entanglement can be used for cleaning up, since killing slowed enemies gives you an extra experience point. The Earthmother's also an easy desecration target, since a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible. Desecrating him is very risky. A desecration can destroy your run, or give you free piety. Desecrate only when desperate.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for certain strategies. Refreshment is a powerful boon, providing roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is crucial. Mystic Balance is a strong boon that allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames and Weakening is an option if you desperately need magic damage. Magic basically equates to 1 almost-free MP. Don't worship her if the dungeon is full of magical monsters or mana burners, however.&lt;br /&gt;
*{{g|The Pactmaker}}: Not a real deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for instant piety gratification or for converting out of a deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you.&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. His Dodging boon is useful, and Reflexes gives you two powerful potions at your disposal. Tikki's Edge can also be abused if you saved a lot of low-level monsters. Poison isn't particularly powerful, but the first shot basically pays for itself. The best part of Tikki Tooki is that his boons give you gold, so you can afford buying powerful items and abusing gold-consuming items like the Tri-Sword or Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
The preparation phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
=== Basic Combat Techniques by Numbers ===&lt;br /&gt;
&lt;br /&gt;
These values are with no damage powerups, and often times the disparities can be bridged with glyphs / race / class / deity bonuses, or by fighting monsters with less than the standard 100% health for their level (Gorgons, imps, wraiths, ...).  The three most basic combos are the '''two-one''', the '''two-two''' and the '''four-one'''.  Some race/class/deity setups are capable of doing far more advanced combos, but these are the basic underlying methods available to all.&lt;br /&gt;
&lt;br /&gt;
As a note, monsters with lower starting health can often be killed at even lower levels than the charts suggest.  The example of a level 8 gorgon falling to a level 4-5 '''four-one''' attack comes to mind.&lt;br /&gt;
&lt;br /&gt;
==== Two-One Attack ====&lt;br /&gt;
Two fireballs, followed up by a melee blow.  Damage dealt is calculated by (4 x 2 x player level) for the fireball damage, and (5 x player level) for melee damage.  This technique is most effective early-game.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 52 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 78 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 91 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 104 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the chart shows, at most early levels it's possible to kill monsters of one higher level with a simple '''two-one''' attack.  An early item such as a [[Items|Fine Sword]] can make this tactic effective well into level 5.&lt;br /&gt;
&lt;br /&gt;
==== Two-Two Attack ==== &lt;br /&gt;
This technique is similar to the '''one-two''' attack, but requires First Strike, [[Full:Glyphs|CYDSTEPP]], healing, or enough health to survive two attacks from the monster.  When successful, however, it allows for easily killing monsters two levels higher.  This technique is most effective mid-game, although coupled with a level-up, it can be chained into a '''four-two''' or even a '''four-four''' attack for slaying extremely high level monsters.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 36 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 59 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 72 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 90 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 108 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 126 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Four-One Attack ==== &lt;br /&gt;
&lt;br /&gt;
By leveling up mid-combat, the player can use 4 fireballs in a single battle against a monster (even 6 or 8, through gear / deity / race / class / etc.). This technique is highly effective, but often harder to use.&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;
!Player Level (start/end)&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 34 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 55 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 76 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 97 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 118 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 139 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Techniques ===&lt;br /&gt;
&lt;br /&gt;
==== Level-up Steamroll ====&lt;br /&gt;
&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== First Strike Finisher ====&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
==== Fireball Softener ====&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Battle_of_attrition|Battle of Attrition]] ====&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
==== Slow Poison ====&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
==== Experience Catapult ====&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
&lt;br /&gt;
==== Single-Use Glyphs ====&lt;br /&gt;
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
==== Gold-Farming ====&lt;br /&gt;
If your vault is near empty, but you know where to kill the IN DEMAND trophy, take the bet on boss preparation, and you can 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;
=== Boss Battling ===&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do,.  The first phase of the boss battle involves the player, using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47242</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47242"/>
				<updated>2014-12-24T03:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: Not reasonably possible with the current state of poison, barrign near same-level kills, where it isn't even worth it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
=== Race Selection ===&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, but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
=== Game Phases ===&lt;br /&gt;
One strategy that can be effective is to play the game as if there were 3 distinct phases to it:  Scouting, Preparation, and Boss Battling&lt;br /&gt;
*Scouting: 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 Runes are available, as well as what Boss spawned (If in a random boss dungeon). You can significantly speed this up if you Scout: Altar.&lt;br /&gt;
*Preparation:  Levels 3 to 7.  It's possible to kill monsters of significantly higher level during this phase, to generate more exp by using the level-up steamroll and the experience catapult.  The goal is to generate enough bonus experience to be able to reach levels 9 or 10.&lt;br /&gt;
*Boss Battling:  Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
=== Character Builds ===&lt;br /&gt;
There are several different approaches to character builds which generally fall into one of the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Striker ====&lt;br /&gt;
Focusing heavily on attack damage and one-time buffs, Strikers are characters that attempt to end their fights quickly with a few powerful physical attacks.  Strikers only use spellcasting to supplement their damage, primarily relying on physical attacks.  Character classes such as the {{c|Warlord}}, {{c|Rogue}}, and {{c|Crusader}} make strong strikers.  Strikers tend to only want enough health and resistances to survive a single attack from enemies, and put no further effort into defenses, instead focusing on offense so they only ''need'' to survive that one attack.  Temporary buffs that only last for one attack are very useful to striker builds, since their battles end shortly afterwards and they can then explore to recharge their mana and re-cast their buffs.  Strikers benefit enormously from any item that increases their attack damage, and greatly enjoy the {{s|CYDSTEPP}}, {{s|ENDISWAL}}, and {{s|GETINDARE}} glyphs which allow them to tack on a few extra attacks with little additional effort.  These characters prefer to fight low-health monsters such as Goats, Gorgons, and Warlocks.&lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} are generally the best races for strikers, though strong striker strategies exist for every race except for the {{r|Dwarf}}. &lt;br /&gt;
&lt;br /&gt;
==== Brawler ====&lt;br /&gt;
The sister build of the Striker, the Brawler attempts to balance offense and defense to outlast opponents by sheer attrition.  While they do not focus on ending battles quickly like the striker, attack damage is still the most important aspect for a brawler character.  Permanent resistances are very useful to the Brawler, making deities that offer boons to that effect very valuable.  Classes such as the {{c|Berserker}}, {{c|Monk}}, and {{c|Paladin}} make superb brawlers.  Brawlers make exceptional poison fighters with the {{s|APHEELSIK}} glyph, and can often make great use of {{s|HALPMEH}} and {{s|BYSSEPS}}.  Glyphs that deal damage directly are poor choices for brawlers, which need to use more mana-efficient options to win battles of attrition.  Brawlers prefer to fight low-damage monsters such as Meatmen or Golems, but are heavily penalized for fighting monsters with debuffs such as bandits.  &lt;br /&gt;
&lt;br /&gt;
In some cases, the line between Brawler and Striker may become blurred.  Since both builds prioritize attack damage foremost, opportunity and necessity may cause strikers to play like brawlers and brawlers to play like strikers.  This overlap means you can often enter the dungeon with preparations that would suit either a brawler or striker and then develop on the build that makes most sense based on the boss and the deities, items, and glyphs available to you. &lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} make the best Brawlers, but specific brawler strategies exist for every race.&lt;br /&gt;
&lt;br /&gt;
==== Caster ====&lt;br /&gt;
Specializing in either the {{s|PISORF}} or {{s|BURNDAYRAZ}} glyph, a dedicated caster eschews the normal focus on attack damage, instead diverting attention to max mana or other unconventional advantages.  The caster will primarily rely on glyphs for damage, and survivability is largely a non-issue.  This make utility glyphs that help your combat performance largely worthless, but makes the {{s|BLUDTUPOWA}} glyph invaluable.  The {{i|Crystal Ball}} item is by far the best selection for a caster, although you'll need to save a decent sum of gold to abuse it. Casters can deal massive amounts of damage without ever taking retaliation from monsters, enabling them to casually ignore debuffs and massive damage that an enemy might otherwise have.  The largest downside casters face is that they have trouble killing weaker monsters when performing level-up catapults, since their total focus on magic means their attack damage is going to be very low and they will either have to use mana or health resources to defeat weaker monsters that should be push-overs.  This makes the ''swift hands'' class feature of the {{c|Assassin}} very useful for caster characters.  Other strong caster classes are the {{c|Wizard}} and {{c|Bloodmage}}. &lt;br /&gt;
&lt;br /&gt;
Casters should almost always play as an {{r|Elf}}, {{r|Gnome}}, or {{r|Orc}}.  Elves and Gnomes grant additional spellcasting power, while the Orc's bonus to base attack greatly increases the damage he deals with {{s|PISORF}}. Orc Caster builds are very uncommon since there is no way to ensure PISORF or Binlor (without prepping him) will appear in the dungeon, and your entire character setup depends on that.&lt;br /&gt;
&lt;br /&gt;
==== Hybrid ====&lt;br /&gt;
These characters, for whatever reason, do not have any particular attributes that make them well suited to one specific approach.  Instead, they present a well-rounded character that alters his approach for different monsters and situations.  Hybrids lack the specialization of other builds, and as a result are much weaker overall and will need to leverage their versatility to use their resources more efficiently.  They also tend to suffer because they will want to keep a wider variety of glyphs, and will not gain benefits from having converted them until later in the dungeon.  Classes such as the {{c|Fighter}}, {{c|Thief}}, and {{c|Sorcerer}} have the kind of versatility that makes for a good hybrid.  The {{c|Wizard}} is also potentially a good hybrid choice, as he is able to carry a large number of glyphs and does not need to convert them directly in order to extract conversion points from them.  Obviously your deity choice would be entirely based on your scenario.&lt;br /&gt;
&lt;br /&gt;
Races that are back-loaded (that is to say, you benefit most by converting items and glyphs late), such as the {{r|Halfling}}, {{r|Gnome}}, and {{r|Goblin}} make for excellent hybrids.  The {{r|Human}} and {{r|Elf}} are also sufficiently diverse to offer a strong option for hybrids.&lt;br /&gt;
&lt;br /&gt;
=== God Selection ===&lt;br /&gt;
God selection is essential to victory.  Nothing is worse than picking a god only to discover that the selection is going to prevent you from winning.  On the other hand, getting a god early usually means more piety and access to better  boons.  Whether or not you should grab a god as soon as you see them is a factor of your race, class, level, items, glyphs and the state of the dungeon.  Here are some general rules for each:&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of magic resistance and resistance reduction, and is an okay source of piety. He grants a free PISORF on worship, which may be tricky to get piety with. You can get ENDISWAL for 35 piety, or can pick one up if it spawns making Extra Glyphs a good preperation to take if you plan on worshiping him. If you have the BLUDTUPOWA glyph then you can accumulate piety with Binlor faster than with any other deity. Constantly requesting Stone Skin and Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't have any resistances. One downside to Binlor is that if the boss has high resistance, it's important you find the boss as soon as possible, as Stone Heart works on visible enemies only.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health he can bring to the table. By conserving blood pools and exploiting his Blood Tithe boon, you can get the equivalent of a dozen Health Potions, even more if you're a Bloodmage. Unfortunately, he HATES all holy magic (HALPMEH and CYDSTEPP) so if you rely on these he is not a good choice. The other reason he's useful is for if Blood Shield boon, which stacks extremely well with the Dragon Shield, but has a high piety cost. His Blood Hunger boon works well for striker builds, since you can overheal using life steal.&lt;br /&gt;
*{{g|The Earthmother}}: A somewhat useful deity by herself, but a great source of piety. The exp bonus from IMAWAL can work to your advantage, and you gain piety from it! Her Plantation boon allows you to get 100 Piety extremely easily, which can be used to convert to another deity. She also works well with The Pactmaker. As for her other boons, they provide decent leverage early game, but tends to fall off late game. Vine Form is a cheap source of HP at early levels. Clearance provides a cheap source of mana for the first few requests. Greenblood is a weak boon, but it's usable if you desperately need to get rid of curse. Entanglement can be used for cleaning up, since killing slowed enemies gives you an extra experience point. The Earthmother's also an easy desecration target, since a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible. Desecrating him is very risky. A desecration can destroy your run, or give you free piety. Desecrate only when desperate.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for certain strategies. Refreshment is a powerful boon, providing roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is crucial. Mystic Balance is a strong boon that allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames and Weakening is an option if you desperately need magic damage. Magic basically equates to 1 almost-free MP. Don't worship her if the dungeon is full of magical monsters or mana burners, however.&lt;br /&gt;
*{{g|The Pactmaker}}: Not a real deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for instant piety gratification or for converting out of a deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you.&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. His Dodging boon is useful, and Reflexes gives you two powerful potions at your disposal. Tikki's Edge can also be abused if you saved a lot of low-level monsters. Poison isn't particularly powerful, but the first shot basically pays for itself. The best part of Tikki Tooki is that his boons give you gold, so you can afford buying powerful items and abusing gold-consuming items like the Tri-Sword or Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
The preparation phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
=== Basic Combat Techniques by Numbers ===&lt;br /&gt;
&lt;br /&gt;
These values are with no damage powerups, and often times the disparities can be bridged with glyphs / race / class / deity bonuses, or by fighting monsters with less than the standard 100% health for their level (Gorgons, imps, wraiths, ...).  The three most basic combos are the '''two-one''', the '''two-two''' and the '''four-one'''.  Some race/class/deity setups are capable of doing far more advanced combos, but these are the basic underlying methods available to all.&lt;br /&gt;
&lt;br /&gt;
As a note, monsters with lower starting health can often be killed at even lower levels than the charts suggest.  The example of a level 8 gorgon falling to a level 4-5 '''four-one''' attack comes to mind.&lt;br /&gt;
&lt;br /&gt;
==== Two-One Attack ====&lt;br /&gt;
Two fireballs, followed up by a melee blow.  Damage dealt is calculated by (4 x 2 x player level) for the fireball damage, and (5 x player level) for melee damage.  This technique is most effective early-game.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 52 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 78 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 91 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 104 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the chart shows, at most early levels it's possible to kill monsters of one higher level with a simple '''two-one''' attack.  An early item such as a [[Items|Fine Sword]] can make this tactic effective well into level 5.&lt;br /&gt;
&lt;br /&gt;
==== Two-Two Attack ==== &lt;br /&gt;
This technique is similar to the '''one-two''' attack, but requires First Strike, [[Full:Glyphs|CYDSTEPP]], healing, or enough health to survive two attacks from the monster.  When successful, however, it allows for easily killing monsters two levels higher.  This technique is most effective mid-game, although coupled with a level-up, it can be chained into a '''four-two''' or even a '''four-four''' attack for slaying extremely high level monsters.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 36 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 59 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 72 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 90 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 108 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 126 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Four-One Attack ==== &lt;br /&gt;
&lt;br /&gt;
By leveling up mid-combat, the player can use 4 fireballs in a single battle against a monster (even 6 or 8, through gear / deity / race / class / etc.). This technique is highly effective, but often harder to use.&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;
!Player Level (start/end)&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 34 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 55 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 76 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 97 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 118 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 139 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Techniques ===&lt;br /&gt;
&lt;br /&gt;
==== Level-up Steamroll ====&lt;br /&gt;
&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== First Strike Finisher ====&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
==== Fireball Softener ====&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Battle_of_attrition|Battle of Attrition]] ====&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
==== Slow Poison ====&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
==== Persistent Martyr ====&lt;br /&gt;
# Cast CYDSTEPP.&lt;br /&gt;
# Explore until you have enough mana to cast APHEELSIK.&lt;br /&gt;
# Attack monster until CYDSTEPP protects you from a fatal blow.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast CYDSTEPP.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
==== Experience Catapult ====&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
&lt;br /&gt;
==== Single-Use Glyphs ====&lt;br /&gt;
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
==== Gold-Farming ====&lt;br /&gt;
If your vault is near empty, but you know where to kill the IN DEMAND trophy, take the bet on boss preparation, and you can 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;
=== Boss Battling ===&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do,.  The first phase of the boss battle involves the player, using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47241</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=47241"/>
				<updated>2014-12-24T03:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: Jehora's desecration penatly has changed since this was written, and poison is now generally regarded as weaker since the poison nerf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
=== Race Selection ===&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, but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
=== Game Phases ===&lt;br /&gt;
One strategy that can be effective is to play the game as if there were 3 distinct phases to it:  Scouting, Preparation, and Boss Battling&lt;br /&gt;
*Scouting: 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 Runes are available, as well as what Boss spawned (If in a random boss dungeon). You can significantly speed this up if you Scout: Altar.&lt;br /&gt;
*Preparation:  Levels 3 to 7.  It's possible to kill monsters of significantly higher level during this phase, to generate more exp by using the level-up steamroll and the experience catapult.  The goal is to generate enough bonus experience to be able to reach levels 9 or 10.&lt;br /&gt;
*Boss Battling:  Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
=== Character Builds ===&lt;br /&gt;
There are several different approaches to character builds which generally fall into one of the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Striker ====&lt;br /&gt;
Focusing heavily on attack damage and one-time buffs, Strikers are characters that attempt to end their fights quickly with a few powerful physical attacks.  Strikers only use spellcasting to supplement their damage, primarily relying on physical attacks.  Character classes such as the {{c|Warlord}}, {{c|Rogue}}, and {{c|Crusader}} make strong strikers.  Strikers tend to only want enough health and resistances to survive a single attack from enemies, and put no further effort into defenses, instead focusing on offense so they only ''need'' to survive that one attack.  Temporary buffs that only last for one attack are very useful to striker builds, since their battles end shortly afterwards and they can then explore to recharge their mana and re-cast their buffs.  Strikers benefit enormously from any item that increases their attack damage, and greatly enjoy the {{s|CYDSTEPP}}, {{s|ENDISWAL}}, and {{s|GETINDARE}} glyphs which allow them to tack on a few extra attacks with little additional effort.  These characters prefer to fight low-health monsters such as Goats, Gorgons, and Warlocks.&lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} are generally the best races for strikers, though strong striker strategies exist for every race except for the {{r|Dwarf}}. &lt;br /&gt;
&lt;br /&gt;
==== Brawler ====&lt;br /&gt;
The sister build of the Striker, the Brawler attempts to balance offense and defense to outlast opponents by sheer attrition.  While they do not focus on ending battles quickly like the striker, attack damage is still the most important aspect for a brawler character.  Permanent resistances are very useful to the Brawler, making deities that offer boons to that effect very valuable.  Classes such as the {{c|Berserker}}, {{c|Monk}}, and {{c|Paladin}} make superb brawlers.  Brawlers make exceptional poison fighters with the {{s|APHEELSIK}} glyph, and can often make great use of {{s|HALPMEH}} and {{s|BYSSEPS}}.  Glyphs that deal damage directly are poor choices for brawlers, which need to use more mana-efficient options to win battles of attrition.  Brawlers prefer to fight low-damage monsters such as Meatmen or Golems, but are heavily penalized for fighting monsters with debuffs such as bandits.  &lt;br /&gt;
&lt;br /&gt;
In some cases, the line between Brawler and Striker may become blurred.  Since both builds prioritize attack damage foremost, opportunity and necessity may cause strikers to play like brawlers and brawlers to play like strikers.  This overlap means you can often enter the dungeon with preparations that would suit either a brawler or striker and then develop on the build that makes most sense based on the boss and the deities, items, and glyphs available to you. &lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} make the best Brawlers, but specific brawler strategies exist for every race.&lt;br /&gt;
&lt;br /&gt;
==== Caster ====&lt;br /&gt;
Specializing in either the {{s|PISORF}} or {{s|BURNDAYRAZ}} glyph, a dedicated caster eschews the normal focus on attack damage, instead diverting attention to max mana or other unconventional advantages.  The caster will primarily rely on glyphs for damage, and survivability is largely a non-issue.  This make utility glyphs that help your combat performance largely worthless, but makes the {{s|BLUDTUPOWA}} glyph invaluable.  The {{i|Crystal Ball}} item is by far the best selection for a caster, although you'll need to save a decent sum of gold to abuse it. Casters can deal massive amounts of damage without ever taking retaliation from monsters, enabling them to casually ignore debuffs and massive damage that an enemy might otherwise have.  The largest downside casters face is that they have trouble killing weaker monsters when performing level-up catapults, since their total focus on magic means their attack damage is going to be very low and they will either have to use mana or health resources to defeat weaker monsters that should be push-overs.  This makes the ''swift hands'' class feature of the {{c|Assassin}} very useful for caster characters.  Other strong caster classes are the {{c|Wizard}} and {{c|Bloodmage}}. &lt;br /&gt;
&lt;br /&gt;
Casters should almost always play as an {{r|Elf}}, {{r|Gnome}}, or {{r|Orc}}.  Elves and Gnomes grant additional spellcasting power, while the Orc's bonus to base attack greatly increases the damage he deals with {{s|PISORF}}. Orc Caster builds are very uncommon since there is no way to ensure PISORF or Binlor (without prepping him) will appear in the dungeon, and your entire character setup depends on that.&lt;br /&gt;
&lt;br /&gt;
==== Hybrid ====&lt;br /&gt;
These characters, for whatever reason, do not have any particular attributes that make them well suited to one specific approach.  Instead, they present a well-rounded character that alters his approach for different monsters and situations.  Hybrids lack the specialization of other builds, and as a result are much weaker overall and will need to leverage their versatility to use their resources more efficiently.  They also tend to suffer because they will want to keep a wider variety of glyphs, and will not gain benefits from having converted them until later in the dungeon.  Classes such as the {{c|Fighter}}, {{c|Thief}}, and {{c|Sorcerer}} have the kind of versatility that makes for a good hybrid.  The {{c|Wizard}} is also potentially a good hybrid choice, as he is able to carry a large number of glyphs and does not need to convert them directly in order to extract conversion points from them.  Obviously your deity choice would be entirely based on your scenario.&lt;br /&gt;
&lt;br /&gt;
Races that are back-loaded (that is to say, you benefit most by converting items and glyphs late), such as the {{r|Halfling}}, {{r|Gnome}}, and {{r|Goblin}} make for excellent hybrids.  The {{r|Human}} and {{r|Elf}} are also sufficiently diverse to offer a strong option for hybrids.&lt;br /&gt;
&lt;br /&gt;
=== God Selection ===&lt;br /&gt;
God selection is essential to victory.  Nothing is worse than picking a god only to discover that the selection is going to prevent you from winning.  On the other hand, getting a god early usually means more piety and access to better  boons.  Whether or not you should grab a god as soon as you see them is a factor of your race, class, level, items, glyphs and the state of the dungeon.  Here are some general rules for each:&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of magic resistance and resistance reduction, and is an okay source of piety. He grants a free PISORF on worship, which may be tricky to get piety with. You can get ENDISWAL for 35 piety, or can pick one up if it spawns making Extra Glyphs a good preperation to take if you plan on worshiping him. If you have the BLUDTUPOWA glyph then you can accumulate piety with Binlor faster than with any other deity. Constantly requesting Stone Skin and Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't have any resistances. One downside to Binlor is that if the boss has high resistance, it's important you find the boss as soon as possible, as Stone Heart works on visible enemies only.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health he can bring to the table. By conserving blood pools and exploiting his Blood Tithe boon, you can get the equivalent of a dozen Health Potions, even more if you're a Bloodmage. Unfortunately, he HATES all holy magic (HALPMEH and CYDSTEPP) so if you rely on these he is not a good choice. The other reason he's useful is for if Blood Shield boon, which stacks extremely well with the Dragon Shield, but has a high piety cost. His Blood Hunger boon works well for striker builds, since you can overheal using life steal.&lt;br /&gt;
*{{g|The Earthmother}}: A somewhat useful deity by herself, but a great source of piety. The exp bonus from IMAWAL can work to your advantage, and you gain piety from it! Her Plantation boon allows you to get 100 Piety extremely easily, which can be used to convert to another deity. She also works well with The Pactmaker. As for her other boons, they provide decent leverage early game, but tends to fall off late game. Vine Form is a cheap source of HP at early levels. Clearance provides a cheap source of mana for the first few requests. Greenblood is a weak boon, but it's usable if you desperately need to get rid of curse. Entanglement can be used for cleaning up, since killing slowed enemies gives you an extra experience point. The Earthmother's also an easy desecration target, since a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible. Desecrating him is very risky. A desecration can destroy your run, or give you free piety. Desecrate only when desperate.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for certain strategies. Refreshment is a powerful boon, providing roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is crucial. Mystic Balance is a strong boon that allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames and Weakening is an option if you desperately need magic damage. Magic basically equates to 1 almost-free MP. Don't worship her if the dungeon is full of magical monsters or mana burners, however.&lt;br /&gt;
*{{g|The Pactmaker}}: Not a real deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for instant piety gratification or for converting out of a deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you.&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. His Dodging boon is useful, and Reflexes gives you two powerful potions at your disposal. Tikki's Edge can also be abused if you saved a lot of low-level monsters. Poison isn't particularly powerful, but the first shot basically pays for itself. The best part of Tikki Tooki is that his boons give you gold, so you can afford buying powerful items and abusing gold-consuming items like the Tri-Sword or Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
The preparation phase for the boss battles is highly significant, as it requires maximizing exp 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 exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&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;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp 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 exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
=== Basic Combat Techniques by Numbers ===&lt;br /&gt;
&lt;br /&gt;
These values are with no damage powerups, and often times the disparities can be bridged with glyphs / race / class / deity bonuses, or by fighting monsters with less than the standard 100% health for their level (Gorgons, imps, wraiths, ...).  The three most basic combos are the '''two-one''', the '''two-two''' and the '''four-one'''.  Some race/class/deity setups are capable of doing far more advanced combos, but these are the basic underlying methods available to all.&lt;br /&gt;
&lt;br /&gt;
As a note, monsters with lower starting health can often be killed at even lower levels than the charts suggest.  The example of a level 8 gorgon falling to a level 4-5 '''four-one''' attack comes to mind.&lt;br /&gt;
&lt;br /&gt;
==== Two-One Attack ====&lt;br /&gt;
Two fireballs, followed up by a melee blow.  Damage dealt is calculated by (4 x 2 x player level) for the fireball damage, and (5 x player level) for melee damage.  This technique is most effective early-game.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 52 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 78 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 91 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 104 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the chart shows, at most early levels it's possible to kill monsters of one higher level with a simple '''two-one''' attack.  An early item such as a [[Items|Fine Sword]] can make this tactic effective well into level 5.&lt;br /&gt;
&lt;br /&gt;
==== Two-Two Attack ==== &lt;br /&gt;
This technique is similar to the '''one-two''' attack, but requires First Strike, [[Full:Glyphs|CYDSTEPP]], healing, or enough health to survive two attacks from the monster.  When successful, however, it allows for easily killing monsters two levels higher.  This technique is most effective mid-game, although coupled with a level-up, it can be chained into a '''four-two''' or even a '''four-four''' attack for slaying extremely high level monsters.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 36 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 59 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 72 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 90 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 108 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 126 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Four-One Attack ==== &lt;br /&gt;
&lt;br /&gt;
By leveling up mid-combat, the player can use 4 fireballs in a single battle against a monster (even 6 or 8, through gear / deity / race / class / etc.). This technique is highly effective, but often harder to use.&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;
!Player Level (start/end)&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 34 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 55 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 76 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 97 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 118 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 139 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Techniques ===&lt;br /&gt;
&lt;br /&gt;
==== Level-up Steamroll ====&lt;br /&gt;
&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== First Strike Finisher ====&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
==== Fireball Softener ====&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Battle_of_attrition|Battle of Attrition]] ====&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing. Be careful however, that it might be very exploration consuming.&lt;br /&gt;
* A way to determine if you are able to damage your foe quicker that he would heal, is to compare the number of tiles you would need to recover from one of his strikes (damaged caused his attack / health you recover per explored tiles), and the number of tiles he would need to recover from one of your strikes (damaged caused by your attack / health he recovers per tile you explore). If you need less tiles than he does, you will heal quicker. Don't forget to take your spells in account !&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
==== Slow Poison ====&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
==== Death of a Dozen Flames ====&lt;br /&gt;
# Cast BURNDAYRAZ.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast both again.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Martyr ====&lt;br /&gt;
# Cast CYDSTEPP.&lt;br /&gt;
# Explore until you have enough mana to cast APHEELSIK.&lt;br /&gt;
# Attack monster until CYDSTEPP protects you from a fatal blow.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast CYDSTEPP.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
==== Experience Catapult ====&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
&lt;br /&gt;
==== Single-Use Glyphs ====&lt;br /&gt;
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
==== Gold-Farming ====&lt;br /&gt;
If your vault is near empty, but you know where to kill the IN DEMAND trophy, take the bet on boss preparation, and you can 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;
=== Boss Battling ===&lt;br /&gt;
&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do,.  The first phase of the boss battle involves the player, using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss. This is sometimes called to [[spike]] the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=45907</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=45907"/>
				<updated>2014-11-11T03:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: the revenants are now bloodless, so this doesn't work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hexx_Ruins.png|frame]]&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
Whenever an XP-valuable monster is slain in Hexx Ruins, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
The main boss of Hexx Ruins, Stheno, has the abililty to absorb strength from the other monsters in the dungeon. When you first attack Stheno, every other monster will disappear and be converted into physical and magic resist. This also includes Revenants, but not monsters that reside in subdungeons, nor plants. There is also another boss chosen randomly.  This second boss is not removed from play when Stheno absorbs monsters, but seeing as you are capable of using level-up catapults against this second boss it almost always preferable to leave Stheno for last.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenant you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible a plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss.  Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances.  However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points (the the &amp;quot;Absolution&amp;quot; boon of the {{g|Glowing Guardian}}, &amp;quot;Vine Form&amp;quot; boon of {{g|The Earthmother}} and &amp;quot;Boost Health&amp;quot; boon of {{g|Jehora Jeheyu}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using CYDSTEPP, a Warlord can continue fighting effectively even while poisoned and at 1 hit point, allowing him to kill Revenants without leaving himself helpless. The Orc and Gnome races are recommended for Warlords.&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=42934</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=42934"/>
				<updated>2014-10-06T00:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: enemies get 10% magic res on a taurog desecration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed bonuses and penalties.&lt;br /&gt;
&lt;br /&gt;
No class begins with a religion, and must instead find an altar. Each dungeon has up to three altars, each assigned to a randomly selected god. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected one yet.&lt;br /&gt;
&lt;br /&gt;
Some lesser divinities can also sometimes be encountered in subdungeons.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=== Piety and Altars ===&lt;br /&gt;
&lt;br /&gt;
Piety is the spiritual equivalent of gold.  You start with 0 Piety, and can never have less than 0.  You can never have more than 100 Piety saved up, so any gains beyond this are wasted.&lt;br /&gt;
&lt;br /&gt;
The number of altars in a standard dungeon depends on your kingdom.  Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar.  You should learn the colours, as these give advance notice of which deity is present.  Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).&lt;br /&gt;
&lt;br /&gt;
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated).  Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable.  The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.&lt;br /&gt;
&lt;br /&gt;
The principal way to gain piety is by performing actions your current god approves of.  If however you perform a disapproved action, your god will 'fine' you a certain amount of piety.  If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines.  If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).&lt;br /&gt;
&lt;br /&gt;
The Pactmaker uses Piety a little differently from the other gods.  Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit.  If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.&lt;br /&gt;
&lt;br /&gt;
You must return to your god's altar in order to request boons from them.  On some maps you will need to be careful about getting cut off from the altar.&lt;br /&gt;
&lt;br /&gt;
=== Initial worship and conversion ===&lt;br /&gt;
&lt;br /&gt;
You can only follow one god at a time, and at the start, you are not following any god.  (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)&lt;br /&gt;
&lt;br /&gt;
If you are not currently following any god, you can start following a god at his/her altar.  Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.&lt;br /&gt;
&lt;br /&gt;
If you are already following a god, and you are not a {{c|Paladin}}, you can convert to another god with an intact altar (even a god you previously abandoned).  You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert.  Converting does not give any of the initial worship benefits.&lt;br /&gt;
&lt;br /&gt;
=== Main Gods ===&lt;br /&gt;
&lt;br /&gt;
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked &amp;quot;repeatable&amp;quot; on the chart below, usually with a cost of &amp;quot;X + Y*n Piety&amp;quot; (n being the number of times the boon has already been used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Binlor Ironshield]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Binlor.jpg|center|link=Binlor Ironshield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Free [[PISORF]] glyph on joining&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* Removes 50% player physical and magic resistances&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* 30% of the walls become unbreakable&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Destroy a wall &lt;br /&gt;
* +5 Piety&lt;br /&gt;
Cast [[BYSSEPS]]&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Gain a level&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use [[IMAWAL]] on an empty space&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Stone Soup'''&lt;br /&gt;
* Cost: 35 Piety&lt;br /&gt;
* Receive [[ENDISWAL]] glyph&lt;br /&gt;
'''Stone Skin''' (repeatable)&lt;br /&gt;
* Cost: 15 Piety&lt;br /&gt;
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance&lt;br /&gt;
'''Stone Form'''&lt;br /&gt;
* Cost: 25 Piety&lt;br /&gt;
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance&lt;br /&gt;
'''Stone Fist'''&lt;br /&gt;
* Cost: 40 Piety&lt;br /&gt;
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance&lt;br /&gt;
'''Stone Heart''' (repeatable)&lt;br /&gt;
* Cost: 10 Piety&lt;br /&gt;
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Dracul]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Dracul.jpg|center|link=Dracul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Killed enemies x2&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* -20 Max Health&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* 25% of enemies become Bloodless&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Attack with Lifesteal (once per monster)&lt;br /&gt;
* +1 Piety&lt;br /&gt;
Drink a Blood Pool&lt;br /&gt;
* +1 piety per level of blood tithe&lt;br /&gt;
Kill a non-undead monster&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Convert HALPMEH or CYDSTEPP glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Convert health potion&lt;br /&gt;
* +5 Piety&lt;br /&gt;
|&lt;br /&gt;
Kill an undead monster&lt;br /&gt;
* -5 Piety&lt;br /&gt;
Use a health potion &lt;br /&gt;
* -5 Piety&lt;br /&gt;
Use a HALPMEH or CYDSTEPP glyph&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Blood Curse'''&lt;br /&gt;
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)&lt;br /&gt;
* +20 Piety&lt;br /&gt;
'''Blood Tithe''' (repeatable)&lt;br /&gt;
* Cost: 10 + 15n Piety, -5 Max Health&lt;br /&gt;
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage&lt;br /&gt;
'''Blood Hunger''' (repeatable)&lt;br /&gt;
* Cost: 20 + 25n Piety, -20% to maximum resistances&lt;br /&gt;
* +1 Life Steal, +1 base damage&lt;br /&gt;
'''Blood Shield'''&lt;br /&gt;
* Cost: 40 Piety&lt;br /&gt;
* +15% to physical &amp;amp; magical resistances&lt;br /&gt;
'''Blood Swell''' (repeatable)&lt;br /&gt;
* Cost: 20 + 10n Piety&lt;br /&gt;
* Restore all HP, +1 layer of curse&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[The Earthmother]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Earthmother.jpg|center|link=The Earthmother]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Always +5&lt;br /&gt;
* Free [[IMAWAL]] glyph on joining.&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
*Inflicts 5 levels of Corrosion.&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Doubles number of plants spawned from boons&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Use IMAWAL on a monster&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Use IMAWAL on a plant&lt;br /&gt;
* +5 Piety&lt;br /&gt;
|&lt;br /&gt;
Kill a plant&lt;br /&gt;
* -15 Piety&lt;br /&gt;
Use Lifesteal&lt;br /&gt;
* -5 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Plantation''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety&lt;br /&gt;
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.&lt;br /&gt;
'''Clearance''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety + 5n Piety&lt;br /&gt;
* Remove up to 10 random plants and restore 1 mana per plant removed&lt;br /&gt;
'''Greenblood''' (repeatable)&lt;br /&gt;
* Cost: 5 + 3n Piety&lt;br /&gt;
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.&lt;br /&gt;
'''Entanglement''' (repeatable)&lt;br /&gt;
* Cost: 5 Piety&lt;br /&gt;
* All enemies are slowed. Spawns 5 random plants.&lt;br /&gt;
'''Vine Form''' (repeatable)&lt;br /&gt;
* Cost: 5 + 3n Piety&lt;br /&gt;
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Glowing Guardian]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: +5 per level&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* Removes all glyphs/items from inventory&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Piety gain per level up reduced to 0+2 stacking Piety&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Become Poisoned&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Become Mana Burned&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Kill any undead&lt;br /&gt;
* +1 Piety&lt;br /&gt;
Gain Level&lt;br /&gt;
* +3 stacking Piety&lt;br /&gt;
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
Convert a large item, a glyph or a health/mana potion&lt;br /&gt;
* +5 Piety&lt;br /&gt;
Convert a small item (excluding health/mana potions)&lt;br /&gt;
* +2 Piety&lt;br /&gt;
Burnt Offering (Monster had Burning applied upon dying)&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Use a Health or Mana potion&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use poison (Venom blade, APHEELSIK glyph)&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use lifesteal&lt;br /&gt;
* -10 Piety&lt;br /&gt;
Use the BLUDTUPOWA glyph&lt;br /&gt;
* -20 Piety&lt;br /&gt;
Drink a blood pool&lt;br /&gt;
* -10 Piety &lt;br /&gt;
|&lt;br /&gt;
'''Humility'''&lt;br /&gt;
* Cost: 15 Piety&lt;br /&gt;
* Effect: Reduces player level by 1, but maintains health, base damage and XP&lt;br /&gt;
'''Absolution''' (repeatable)&lt;br /&gt;
* Cost: 2 + 2n Piety&lt;br /&gt;
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead&lt;br /&gt;
'''Cleansing''' (repeatable)&lt;br /&gt;
* Cost: 10 Piety&lt;br /&gt;
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead&lt;br /&gt;
'''Protection''' (repeatable)&lt;br /&gt;
* Cost: 10 + 5n Piety&lt;br /&gt;
* Restores 35% Max Health and Mana, receive a Prayer Bead&lt;br /&gt;
'''Enlightenment'''&lt;br /&gt;
* Cost: 100 Piety&lt;br /&gt;
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Jehora Jeheyu]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Random, based on player level&lt;br /&gt;
* Free WEYTWUT glyph on joining&lt;br /&gt;
'''MINOR PUNISHMENT'''&lt;br /&gt;
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1&lt;br /&gt;
'''MAJOR PUNISHMENT'''&lt;br /&gt;
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Removes one inventory slot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Random actions&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:&lt;br /&gt;
* Enemy reveal (except plants)&lt;br /&gt;
* Enemy death (XP-valuable)&lt;br /&gt;
* Successful dodge&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
|&lt;br /&gt;
'''Petition'''&lt;br /&gt;
* Cost: 45 Piety&lt;br /&gt;
* Stops inflicting MINOR PUNISHMENT&lt;br /&gt;
'''Last Chance'''&lt;br /&gt;
* Cost: 1 Piety&lt;br /&gt;
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.&lt;br /&gt;
'''Boost Health'''&lt;br /&gt;
* Cost: 20 + 25n Piety&lt;br /&gt;
* Destroy a health potion and gain +20 max health&lt;br /&gt;
'''Boost Mana'''&lt;br /&gt;
* Cost: 20 + 25n Piety&lt;br /&gt;
* Destroy a mana potion and gain +3 max mana&lt;br /&gt;
'''Chaos Avatar'''&lt;br /&gt;
* Cost: 80 Piety&lt;br /&gt;
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Mystera Annur]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Mystera.jpg|center|link=Mystera Annur]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting piety: Number of previous glyphs cast&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* +15% to all monsters' physical and magical resistances &lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* Reduces Mystera's piety gain by 25%&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Use a glyph&lt;br /&gt;
* +(MP Cost / 2) Piety&lt;br /&gt;
|&lt;br /&gt;
Kill an enemy that uses a magical attack &lt;br /&gt;
* -5 Piety&lt;br /&gt;
Become Mana Burned&lt;br /&gt;
* -(Mana lost + 1) Piety&lt;br /&gt;
|&lt;br /&gt;
'''Magic''' (repeatable)&lt;br /&gt;
* Cost: 5 + 20n Piety&lt;br /&gt;
* +1 Max Mana&lt;br /&gt;
'''Refreshment'''&lt;br /&gt;
* Cost: 50 Piety&lt;br /&gt;
* Causes Glyph Conversions to restore 50% of max mana&lt;br /&gt;
'''Flames'''&lt;br /&gt;
* Cost: 20 Piety&lt;br /&gt;
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage&lt;br /&gt;
'''Weakening''' (repeatable)&lt;br /&gt;
* Cost: 30 Piety&lt;br /&gt;
* -10% magic resistance to both player and all monsters on the current level&lt;br /&gt;
'''Mystic Balance'''&lt;br /&gt;
* Cost: 60 Piety&lt;br /&gt;
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[The Pactmaker]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Pactmaker.jpg|center|link=The Pactmaker]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Pacts&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Scholar's Pact'''&lt;br /&gt;
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]&lt;br /&gt;
'''Warrior's Pact'''&lt;br /&gt;
* On XP kill: -3 Piety, +1 Max Health&lt;br /&gt;
'''Alchemist's Pact'''&lt;br /&gt;
* On health or mana potion use: -4 Piety, +3 Experience&lt;br /&gt;
'''Body Pact'''&lt;br /&gt;
* On damage (XP-valuable enemy only): -4 Piety, +1% physical &amp;amp; magical resistance&lt;br /&gt;
'''Spirit Pact'''&lt;br /&gt;
* On item conversion: -5 Piety, +15 bonus conversion points&lt;br /&gt;
'''Consensus'''&lt;br /&gt;
* Effect: +50 Piety, -50 max Piety&lt;br /&gt;
* Can be taken along with a pact if Consensus is taken first&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Taurog]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Taurog.jpg|center|link=Taurog]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Starting Piety: Enemies killed x2&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
* -40% bonus damage, enemies gain 10% magic resist&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* All enemies become Cowardly&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Kill an enemy&lt;br /&gt;
* +4 Piety&lt;br /&gt;
Kill an enemy that uses magical attack&lt;br /&gt;
* +8 Piety&lt;br /&gt;
Convert a glyph&lt;br /&gt;
* +10 Piety&lt;br /&gt;
|&lt;br /&gt;
Use a glyph&lt;br /&gt;
* -2 Piety per use&lt;br /&gt;
Convert Taurog's Equipment (even if not actively worshiping Taurog)&lt;br /&gt;
* -10% attack bonus, but no piety loss &lt;br /&gt;
|&lt;br /&gt;
'''Taurog's Blade'''&lt;br /&gt;
* Cost: 20 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage&lt;br /&gt;
'''Taurog's Shield'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage&lt;br /&gt;
'''Taurog's Helm'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage&lt;br /&gt;
'''Taurog's Armour'''&lt;br /&gt;
* Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage&lt;br /&gt;
'''Unstoppable Fury''' (repeatable)&lt;br /&gt;
* Cost: 20 + 10n Piety&lt;br /&gt;
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[Tikki Tooki]]&amp;lt;/p&amp;gt;====&lt;br /&gt;
[[File:Tikki.jpg|center|link=Tikki Tooki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Initial worship'''&lt;br /&gt;
* Free GETINDARE glyph on joining.&lt;br /&gt;
'''PUNISHMENT'''&lt;br /&gt;
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed&lt;br /&gt;
'''[[Preparations#Church|Preparation]] penalty'''&lt;br /&gt;
* All damage taken incurs a Piety penalty&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Likes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Dislikes&lt;br /&gt;
! style=&amp;quot;background-color: #EEEEEE;&amp;quot;|Boons&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
Kill any enemy below your level&lt;br /&gt;
* +5 Piety&lt;br /&gt;
Dodge any attack&lt;br /&gt;
* +3 Piety&lt;br /&gt;
Poison an enemy&lt;br /&gt;
* +1 Piety (once per enemy)&lt;br /&gt;
Use WEYTWUT or WONAFYT glyph&lt;br /&gt;
* +1 Piety&lt;br /&gt;
|&lt;br /&gt;
Get hit twice or more by the same monster&lt;br /&gt;
* -3 Piety per hit&lt;br /&gt;
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)&lt;br /&gt;
* -10 Piety&lt;br /&gt;
|&lt;br /&gt;
'''Tribute''' (repeatable)&lt;br /&gt;
* Cost: 15 Gold&lt;br /&gt;
* +10 Piety &lt;br /&gt;
'''Tikki's Edge''' (repeatable)&lt;br /&gt;
* Cost: 25 + 25n Piety&lt;br /&gt;
* +1 to experience from all XP kills, +10 Gold&lt;br /&gt;
'''Dodging'''&lt;br /&gt;
* Cost: 25 Piety&lt;br /&gt;
* +10% Dodge, +10 Gold&lt;br /&gt;
'''Poison'''&lt;br /&gt;
* Cost: 15 + 10n Piety&lt;br /&gt;
* Gain 1 level of Poisonous strike&lt;br /&gt;
'''Reflexes''' (repeatable)&lt;br /&gt;
* Cost: 35 Piety&lt;br /&gt;
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #888899; height:5px;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lesser divinities==&lt;br /&gt;
Some other divinities can be encountered in subdugeons. You can sometimes interact with them, or even worship them.&lt;br /&gt;
&lt;br /&gt;
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.&lt;br /&gt;
* The mighty lost Lekon, who likes you to kill goats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Northern_Desert&amp;diff=42933</id>
		<title>Northern Desert</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Northern_Desert&amp;diff=42933"/>
				<updated>2014-10-06T00:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: What is Robbed? is that an old quest?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Northern_Desert.png]]&lt;br /&gt;
&lt;br /&gt;
The northern desert is a dungeon where only spell casters should prevail. It is unlocked by completing the bank quests.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' All unlocked monsters and desert trolls&lt;br /&gt;
&lt;br /&gt;
'''Bosses:''' &amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Tower of Goo&lt;br /&gt;
|HP=318&lt;br /&gt;
|Att=75&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Physical Resist}} 75%&lt;br /&gt;
|Unlock=[[Tutorial 2]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''and''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Aequitas&lt;br /&gt;
|HP=318&lt;br /&gt;
|Att=112&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Magical Attack}}&lt;br /&gt;
|Unlock=[[Tutorial 2]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Rules:''' Whenever you kill a monster it will remove nearby water tiles.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
'''Recommended Classes:''' Wizard, Sorcerer&lt;br /&gt;
&lt;br /&gt;
The boss will either have very high damage or physical resistance, so naturally you want a class that can fling a bunch of fireballs. The three best suppliers of this requirement are the spell casting classes. Wizards, due to their inexpensive spells, Sorcerers, due to their extra mana, and Bloodmages, but due to the fact you won't get them before you do this dungeon (probably) I won't include them. Naturally, you're going to want to avoid mana burn, as it will hurt these classes. If the Aequitas is the boss, you should probably go wizard, as their hit-spell-hit combo is ruined if you can't take a hit from the boss.&lt;br /&gt;
&lt;br /&gt;
If you are playing as a Wizard, it is fairly straightforward. Go around converting glyphs, to max out your mana, and killing higher level monsters. When you are level 7 or so, and a few experience from level 8, begin fireballing the boss. When you run out of mana, kill an enemy to level up. Continue fireballing, using potions if necessary. This is extremely easy, and you don't need a mid-fight level up. Feel free to use melee in addition to fireballs if it is the Tower of Goo or you can survive a hit from Aequitas.&lt;br /&gt;
&lt;br /&gt;
If you are playing a sorcerer, find BURNDAYRAZ asap and do a hit-spell-hit combo on a level above you. Convert glyphs whenever you find them to get your mana to 18 and then 24. Continue doing hit-spell-hit combos on higher level monsters until you are level 7. When you are level 7, and a few exp from level 8, hit the boss. Fireball him until you can't fireball anymore. Kill a lower level monster to level up. Continue to use the hit-spell-hit combo, using potions if necessary, until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
Note that this dungeon can easily be completed by non-mage classes, but they are recommended. If you do approach this dungeon with a melee specialist class like Monk, Warlord, or Paladin, bringing the Really Big Sword as a preparation is advised. This will give you a tremendous damage bonus against physical-resist enemies.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
The only quest in the Northern Desert is Desert Rose which requires you to beat it with both the wizard and sorcerer.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=42932</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=42932"/>
				<updated>2014-10-06T00:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: health boosters are not +10%, they are +1 per level(I am almost positive)&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 careless 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;
&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.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) 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;
| 1 || 0 || 0 || 0 || 0&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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Glyphs&amp;diff=42931</id>
		<title>Glyphs</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Glyphs&amp;diff=42931"/>
				<updated>2014-10-05T03:48:18Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: CYDSTEPP is now half, changed to reflect that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. Each glyph occupies a full inventory slot, and otherwise is treated like any other item.  The [[Wizard]], however, treats all glyphs as small items.  Glyphs are each worth 100 conversion points, which will grant you a special bonus by destroying them.  The result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.  Note that the [[Wizard]] and [[Berserker]] classes respectively get a 1 point discount and 2 point penalty to mana costs for their glyphs.  As well, the deity [[Mystera Annur]] has a boon which will change the cost of various glyphs, raising the cost of some and reducing the cost of others.  &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=7% | Image&lt;br /&gt;
!width=23% | Glyph&lt;br /&gt;
!width=3% | Cost (Mana)&lt;br /&gt;
!width=67% | Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APHEELSIK.png|center]]&lt;br /&gt;
|[[APHEELSIK]]&amp;lt;br /&amp;gt;(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Cast to inflict 1 stack of poison per level on a monster. Each stack of poison prevents 10 HP regen. May be applied multiple times or to multiple monsters.&lt;br /&gt;
* Unlocked when you unlock the [[Assassin]] class&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLUDTUPOWA.png|center]]&lt;br /&gt;
|[[BLUDTUPOWA]]&amp;lt;br /&amp;gt;(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|Activate to lose 3 health per level and reveal 3 nearby shrouded tiles. Gain 1 mana per tile revealed.&lt;br /&gt;
* Unlocked when you unlock the [[Bloodmage]] class&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BURNDAYRAZ.png|center]]&lt;br /&gt;
|[[BURNDAYRAZ]]&amp;lt;br /&amp;gt;(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level, and applying 1 stack of {{t|Burned}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BYSSEPS.png|center]]&lt;br /&gt;
|[[BYSSEPS]]&amp;lt;br /&amp;gt;(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|Player gets +30% damage bonus for their next physical attack, and causes the victim of your attack to lose 3% of physical and magic resistance&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CYDSTEPP.png|center]]&lt;br /&gt;
|[[CYDSTEPP]]&amp;lt;br /&amp;gt;(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|The player receives Death Protection, and any fatal attack will reduce you to 1 HP instead. Can only be used when above half health, unless you are a Warlord. Can only have one layer of Death Protection at a time.&lt;br /&gt;
* Unlocked when you unlock the [[Warlord]] class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ENDISWAL.png|center]]&lt;br /&gt;
|[[ENDISWAL]]&amp;lt;br /&amp;gt;(Wall destruction - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Destroys a section of wall and grants temporary 20% physical resist against the next attack. This stacks up to your maximum resistance value if used repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GETINDARE.png|center]]&lt;br /&gt;
|[[GETINDARE]]&amp;lt;br /&amp;gt;(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Player gets First Strike status for their next physical attack and a stacking, temporary 5% dodge. Dodge is removed when you successfully dodge an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HALPMEH.png|center]]&lt;br /&gt;
|[[HALPMEH]]&amp;lt;br /&amp;gt;(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Restores 4 points of health per player (5 points per level for Paladins) level and cures Poison status.&lt;br /&gt;
* Unlocked when you unlock the [[Paladin]] class.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IMAWAL.png|center]]&lt;br /&gt;
|[[IMAWAL]]&amp;lt;br /&amp;gt;(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Transforms the target into a section of wall, and grants +50% experience bonus on your next experience kill (bonus XP is also multiplied).  No experience is granted for the target of the petrification unless they are slowed (in which case you will receive 1 XP).  Plants (presuming they are not magic immune) and no-XP monsters are valid targets and you still get the +50% XP bonus. May be cast on a monster-less space to create a wall for 3 mana (does not grant XP bonus).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMMISI.png|center]]&lt;br /&gt;
|[[LEMMISI]]&amp;lt;br /&amp;gt;(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|Fully reveals 3 random unexplored tiles. Is more likely to reveal tiles that contain monsters, powerups, shops, or glyphs than empty tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PISORF.png|center]]&lt;br /&gt;
|[[PISORF]]&amp;lt;br /&amp;gt;(Knockback Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |4&lt;br /&gt;
|Pushes the monster away. If monster is pushed into a wall, deals 60% of your base physical damage and destroys the wall. If monster collides with another monster, deals 50% of base damage to both.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WEYTWUT.png|center]]&lt;br /&gt;
|[[WEYTWUT]]&amp;lt;br /&amp;gt;(Self-Monster Swap - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |8&lt;br /&gt;
|Swaps the player's position with the target monster and slows it. Slowed monsters lose many special abilities (including First Strike, Counters Fireball, and Cowardly) and also grant 1 extra bonus XP if slain while slowed. Slowed only expires when the monster is attacked, and you can have as many monsters slowed at a time as you like.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WONAFYT.png|center]]&lt;br /&gt;
|[[WONAFYT]]&amp;lt;br /&amp;gt;(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Teleports a random monster of the player's level or lower to a random empty tile next to the player (cardinal directions always first) and slows it. Fails if no such monster exists. Prioritizes unslowed monsters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=42876</id>
		<title>Dragon Isles</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dragon_Isles&amp;diff=42876"/>
				<updated>2014-10-01T04:39:57Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' {{m|Dragon Spawn}}s, {{m|Druid}}s, {{m|Serpent}}s, etc etc etc&lt;br /&gt;
&lt;br /&gt;
'''Boss:''' Firstborn, Matron of Flame &lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
Defeating the Firstborn will unlock the path to the Lair.&lt;br /&gt;
&lt;br /&gt;
The Lair is a narrow corridor that starts with two Dragon Guards flanking a wall that vanishes if they're defeated, followed by four Dragon Elites and finally the Matron of Flame.&lt;br /&gt;
&lt;br /&gt;
The Matron drops {{i|Dragon Shield}} instead of a trophy, but The Firstborn drops a dragon scale as normal. Although the dragon scale is the only trophy in the dungeon, you may choose to sell it for 25g, but you can also leave with it and sell it to the taxidermist.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
(todo: find out if any content from [[Annotated Playthrough Dragon Isles]] and [[Anyone Can Win Vicious Part 2: Dragon Isles]] is still useful)&lt;br /&gt;
&lt;br /&gt;
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies.&lt;br /&gt;
&lt;br /&gt;
Assassin - Play competently enough to reach level 10 in the main dungeon (A [[Balanced Dagger]], the [[Goblin]] race or worship [[Dracul]]/[[Tikki Tooki]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
Berserker - The berserker trivializes the first half of the dungeon with his magic resist. If you save enough popcorn, you can use that magic resist for the matron as well.&lt;br /&gt;
&lt;br /&gt;
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.&lt;br /&gt;
&lt;br /&gt;
Priest - If you already have the Naga Cauldron from the [[Naga City]], you can see just how much HP a Halfling Priest can accumulate. A [[Trisword]] helps too. If possible, limit resource use with the Firstborn by using [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
XXXX - Complete Dragon Isles with any 3 classes. Unlocks the playable {{c|Half-Dragon}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=41486</id>
		<title>BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=41486"/>
				<updated>2014-09-27T21:29:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: this doesn't work, because the sorcerer's &amp;quot;allergy&amp;quot; cancels out mana transit&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 continously damage an enemy without him retaliating or regenerating, so it can bring down even enemys 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 their enemys 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 availabe, 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;
== 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)&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;
*BLUDTUPOWA has an interesting synergy with death protection effects such as {{s|CYDSTEPP}}.  If your next attack will leave you 'Barely Alive' and you don't have a Schadenfreude Potion, 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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=16760</id>
		<title>Gorgon (Class)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=16760"/>
				<updated>2014-09-14T17:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: explaining what deathgaze really does&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&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 base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, it gets a free attack that inflicts damage equal to the Gorgon's base attack before the enemy strikes. This often finishes them off, preventing retaliation.&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}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. 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.&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. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTUPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} helps with the Gorgon's low damage and his armour synergizes well with the Gorgon's innate physical resistance, but 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.  {{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for Plantation, as the Gorgon's starting ENDISWAL ensures she won't find herself stuck, and Greenblood and Vine Form are strong with the gorgon's slant towards fireballs and regen fighting. The only really unusable deity is {{g|Glowing Guardian}} due to his hatred for poison.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Boosters&amp;diff=16289</id>
		<title>Boosters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Boosters&amp;diff=16289"/>
				<updated>2014-08-13T00:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: HP boosters are not percentages: they work like dwarf conversions. you can confirm with a rogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Boosters==&lt;br /&gt;
&lt;br /&gt;
Boosters permanently improve your stats, just walk over one when you see it and the bonus will be applied. They come in three flavors, as there are three stats: Health, Mana, and Damage.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' Adds +1 to Max Mana. Mana does not improve naturally as you level, and so Mana Boosters are one-time effects.&lt;br /&gt;
* '''{{Damage-Booster}}:''' Adds +10 percentage points to Bonus Damage, which modifies Base Damage (along with buffs) to produce the Damage stat. Bonus Damage is cumulative and recalculated whenever the Base changes.&lt;br /&gt;
* '''{{Health-Booster}}:''' Adds +1 HP per level.&lt;br /&gt;
&lt;br /&gt;
Note that Health and Damage Boosters are bonus ''percentage points''. If you had +10% Bonus Damage before, you'd have +20% Bonus Damage after picking up a new Damage Booster; your Damage would then be recalculated off your Base. The same process happens whenever your Base changes (such as level-up). To be clear: it's not +(10% of current Bonus Damage) &amp;amp;mdash; that'd be +11% Bonus, not 20%, which is lame. Nor is it +(10% of current Damage) &amp;amp;mdash; which would be nearly nothing at level 1, and truly absurd late-game.&lt;br /&gt;
&lt;br /&gt;
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 works the same way, but unfortunately a breakdown is not provided in the UI. You'll just have to trust the magic machine's math. 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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=16018</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=16018"/>
				<updated>2014-07-11T22:46:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: whupaz leaves the target with a max of 75%, it doesn't set their HP to 75%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In-dungeon 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%|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;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| [[Blacksmith]] level 1&lt;br /&gt;
| 25&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;
| [[Blacksmith]] level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&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;
| [[Blacksmith]] level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slaying Wand.png]]&lt;br /&gt;
|{{va|Slaying 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;
| [[Blacksmith]] level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&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;
| [[Blacksmith]] 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;
| [[Blacksmith]] level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&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;
| Shop (basic)&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;
| Shop (basic)&lt;br /&gt;
| 14&lt;br /&gt;
| 35&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;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&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;
| Shop (basic)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&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;
| Shop (basic)&lt;br /&gt;
| 12&lt;br /&gt;
| 35&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;
| Shop (basic)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&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;
| Shop (basic)&lt;br /&gt;
| 8&lt;br /&gt;
| 45&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;
| Shop (basic)&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
| 30&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 (ENDISWALL or knockback)&lt;br /&gt;
| Quest: Defeat [[The Slime Pit]] with Tinker, Transmuter, Crusader&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Dragon Soul.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]]&lt;br /&gt;
| Quest: Defeat [[Cursed Oasis]] with Tinker, Transmuter, Crusader, also dropped by the Cursed Shade in the [[Cursed Oasis]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&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;
| [[Quest]]: Ice And Fury&lt;br /&gt;
| 20&lt;br /&gt;
| 1&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 5 gold&lt;br /&gt;
| [[Quest]]: Second Generation&lt;br /&gt;
| 15&lt;br /&gt;
| 1&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 BURNDAYRAZ; small item&lt;br /&gt;
| [[Quest]]: Halflings Ho!&lt;br /&gt;
| 19&lt;br /&gt;
| 30&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;
| [[Quest]]: Minecraft&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Hero's Helm.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
|&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 damage reduction per character level; your attacks are slowed&lt;br /&gt;
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&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;
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&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;
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&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 3 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&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;
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&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;
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&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;
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 18&lt;br /&gt;
| 30&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 (including you) gains 1 corrosion on level-up&lt;br /&gt;
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&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;
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&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;
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&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;
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&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;
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&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: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;
|-&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;
|-&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;
| Shop (Elite)&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;
| Shop (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;
| Shop (Elite) or the [[Graveyard]] subdungeon&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;
| Shop (Elite) or the [[Brandonnn]] subdungeon&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;
| Shop (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;
| Every visible enemy has their max 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's 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;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: [[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
|&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: [[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
|&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: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and icreases health and mana potion effectivness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: [[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
|&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 [[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
|150&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;
|&lt;br /&gt;
| 1&lt;br /&gt;
| 10&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;
|&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|&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.&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]].&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blade of Yin.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
| +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:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| +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;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Draco's Heart.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
| +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;
|&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
| ???&lt;br /&gt;
| [[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
| 20% phys resist&lt;br /&gt;
| [[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches the Teddy.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;
| Preparation: Thieves Den&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&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: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:Bound Sword.png]]&lt;br /&gt;
|&amp;quot;{{va|Penance}}&amp;quot;&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:Forlorn.png]]&lt;br /&gt;
|&amp;quot;{{va|Forlorn}}&amp;quot;&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|&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;
|&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;
&lt;br /&gt;
== Alchemist Scrolls ==&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;
|}&lt;br /&gt;
&lt;br /&gt;
== Potions ==&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:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) when used&lt;br /&gt;
| Always available&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) when used&lt;br /&gt;
| Always Available&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude Potion}}&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;
|-&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, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&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, or can be obtained from [[Tikki Tooki]] with the &amp;quot;Reflexes&amp;quot; boon&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;
| [[Witch]] level 3, or found inside the [[Metal Spider Temple]] subdungeon&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;
| +1 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
|  &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;
|  &lt;br /&gt;
| &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;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Avatar Symbol (Outdated).png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Avatar Symbol (Outdated)}}&lt;br /&gt;
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack&lt;br /&gt;
| Dungeon boss reward: [[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
|&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 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|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>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=16015</id>
		<title>Binlor Ironshield</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=16015"/>
				<updated>2014-07-07T15:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: removing an extra it&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 {{glyph|PISORF}}.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* Lose 50% [[Full:Resistance|resistances]].&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Destroy a wall (including petrified monsters):{{piety|+5}}&lt;br /&gt;
;Cast BYSSEPS:{{piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Gain a level:{{piety|-10}}&lt;br /&gt;
;Cast IMAWAL on an empty square:{{piety|-5}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;Stone Soup&lt;br /&gt;
:'''Cost:''' {{piety|35}}&lt;br /&gt;
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar&lt;br /&gt;
;Stone Skin (Repeatable)&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;
;Stone Form&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;
;Stone Fist&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;
;Stone Heart (Repeatable)&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 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;
== 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 magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then rack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts 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 knockback, such as if your character is a Half-Dragon or has a Bear Mace.  With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you 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 Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of 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 GG worshipper 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 level 10 for a last-minute boon and a boss fight free of divine restrictions on your behaviour.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
Binlor removes all your resistances when you desecrate his alter or otherwise anger him.  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;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&amp;diff=15979</id>
		<title>Vicious Steel</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&amp;diff=15979"/>
				<updated>2014-07-03T01:18:13Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halls_of_steel_2.jpg|frame]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
&lt;br /&gt;
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
This dungeon has two fixed bosses.&lt;br /&gt;
&lt;br /&gt;
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. &lt;br /&gt;
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer&lt;br /&gt;
&lt;br /&gt;
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.&lt;br /&gt;
&lt;br /&gt;
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.&lt;br /&gt;
&lt;br /&gt;
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.&lt;br /&gt;
&lt;br /&gt;
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&amp;diff=15978</id>
		<title>Vicious Steel</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&amp;diff=15978"/>
				<updated>2014-07-03T00:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jamberine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halls_of_steel_2.jpg|frame]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. &lt;br /&gt;
&lt;br /&gt;
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
This dungeon has two fixed bosses.&lt;br /&gt;
&lt;br /&gt;
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. &lt;br /&gt;
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer&lt;br /&gt;
&lt;br /&gt;
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.&lt;br /&gt;
&lt;br /&gt;
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 25 or so remaining death protections with ease, and use your burn salve after.&lt;br /&gt;
&lt;br /&gt;
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.&lt;br /&gt;
&lt;br /&gt;
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Vicious ===&lt;br /&gt;
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Jamberine</name></author>	</entry>

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