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		<updated>2026-05-02T19:44:51Z</updated>
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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=AQE:Traits&amp;diff=57811</id>
		<title>AQE:Traits</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=AQE:Traits&amp;diff=57811"/>
				<updated>2024-07-03T12:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New traits in the Aqua Edition.&lt;br /&gt;
&lt;br /&gt;
== Monster Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Temptation ===&lt;br /&gt;
&lt;br /&gt;
When taking damage from this monster or the monster dies (similar to Curse), get afflicted with Tempted. When Tempted, your damage is capped at 5 per level, and Tempted is lifted when killing a non-temptation monster. Note that under normal circumstances, it is only possible to have 1 stack at a time.&lt;br /&gt;
&lt;br /&gt;
=== Hypnosis ===&lt;br /&gt;
&lt;br /&gt;
The first time the monster drops below 50% HP (or dies, should that come first), afflict the player with X stacks of Hypnotized, which burdens the player with Slow Strike and causes all monsters to retaliate fireballs. Lose 1 stack for every strike/cast you make.&lt;br /&gt;
&lt;br /&gt;
=== Terror ===&lt;br /&gt;
&lt;br /&gt;
The first time the monster drops below 50% HP (or dies, should that come first), afflict the player with X stacks of Terrified and reshroud X nearby tiles, including the monster's own. Terrified players do not regen from revealing tiles, and lose 1 stack for each tile revealed.&lt;br /&gt;
&lt;br /&gt;
=== Bubble ===&lt;br /&gt;
&lt;br /&gt;
Negates player melee attacks X times. Glyph damage still goes through, and does not decrease the bubble counter.&lt;br /&gt;
&lt;br /&gt;
=== Flaming ===&lt;br /&gt;
&lt;br /&gt;
When damaged, afflict the player with X stacks of inflamed. Inflamed acts like temporary corrosion/frostbite, stacking unlimitedly high, but clear on exploring tiles at a rate of x stacks per level.&lt;br /&gt;
&lt;br /&gt;
=== Radio Burst ===&lt;br /&gt;
&lt;br /&gt;
When the monster dies, afflict the player with X% Radioactive. Radioactive increases all damage taken, like negative resistances, and can never be cured by any means.&lt;br /&gt;
&lt;br /&gt;
=== Wound ===&lt;br /&gt;
&lt;br /&gt;
When the monster strikes the player, cut their HP and mana bars in half until the next time they level or consume a health/mana potion. Leftover HP and mana will be kept as overheal/overcharge, up to the overheal/overcharge cap (150%).&lt;br /&gt;
&lt;br /&gt;
=== Inspire ===&lt;br /&gt;
&lt;br /&gt;
The first time the monster drops below 50% HP (or dies, should that come first), buff X number of nearby monsters with Inspire. They gain one stack of trait, and gain 5 HP per level (overhealing), and 1 damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Radioactive Strike ===&lt;br /&gt;
&lt;br /&gt;
When the monster strikes the player, afflict them with X% Radioactive. Radioactive increases all damage taken, like negative resistances, and can never be cured by any means.&lt;br /&gt;
&lt;br /&gt;
=== Last Strike ===&lt;br /&gt;
&lt;br /&gt;
Enemy always goes last in a combat round.&lt;br /&gt;
&lt;br /&gt;
=== Shambling ===&lt;br /&gt;
&lt;br /&gt;
Enemy moves one tile closer to you every time you move yourself.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
The next time you move, the monster will shoot you for irreductable damage. One shot until it needs to reload, which happens when you attack the monster.&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Aqua_Edition&amp;diff=57509</id>
		<title>Aqua Edition</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Aqua_Edition&amp;diff=57509"/>
				<updated>2023-05-26T22:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Desktop Dungeons: Aqua Edition is another content mod for Desktop Dungeons, with plenty of additions all around. &lt;br /&gt;
&lt;br /&gt;
To install the mod, make sure you have an up-to-date install of [[Extreme Edition]] and then replace the Assembly-CSharp.dll file in your DesktopDungeons_Data/Managed folder with the one found here: https://drive.google.com/file/d/1ShEM6u50ltATQ2y2nWHrpNhLBN6_R_dk/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
= Added Features =&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
Ten new ways to slay evil. [[AQE:Classes]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
More than you can shake a Druid Stick at. Catalogued at [[AQE:Items]]&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
&lt;br /&gt;
There's a LOT of them. [[AQE:Dungeons]]&lt;br /&gt;
&lt;br /&gt;
== Monsters and Bosses ==&lt;br /&gt;
&lt;br /&gt;
Beasts, undead, and... aliens?? See them here; [[AQE:Monsters]]&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Even more complexities and abilities to contend with. Read about them on their main page here: [[AQE:Traits]]&lt;br /&gt;
&lt;br /&gt;
== Badges ==&lt;br /&gt;
&lt;br /&gt;
AQE does not add any new badges of its own, but being built on top of EE, it has a whole slew of Curious, Disposable, and Egotistical content to cover in the pages below anyway.&lt;br /&gt;
&lt;br /&gt;
[[AQE:Curious]]&lt;br /&gt;
&lt;br /&gt;
[[AQE:Disposable]]&lt;br /&gt;
&lt;br /&gt;
[[AQE:Egotistical]]&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57486</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57486"/>
				<updated>2023-05-24T23:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Pendant of Health}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* On top of potentially changing the indexes as mentioned above... Any prepared shop items will reduce all lower indexes by one. This is because the item is pulled from the item list before the indexes are applied to it, and since the item indexes count backwards (i.e. from the end of the item list), the same count will yield one lower index.&lt;br /&gt;
* So the *number* of shop item preparations taken will influence the basic indexes (this is an alteration that cannot be accurately predicted, because it will depend on the rounding of the original randomly generated numbers); but which specific items are prepared, and which item group preparations are taken, will influence which items each index picks up (this can be predicted with complete accuracy). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario. &amp;lt;br&amp;gt;&lt;br /&gt;
[https://jsfiddle.net/d59a2gqt/30/] is a modified version of the above that extends to modded items.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57485</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57485"/>
				<updated>2023-05-24T23:48:05Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Pendant of Health}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* On top of potentially changing the indexes as mentioned above... Any prepared shop items will reduce all lower indexes by one. This is because the item is pulled from the item list before the indexes are applied to it, and since the item indexes count backwards (i.e. from the end of the item list), the same count will yield one lower index.&lt;br /&gt;
* So the *number* of shop item preparations taken will influence the basic indexes (this is an alteration that cannot be accurately predicted, because it will depend on the rounding of the original randomly generated numbers); but which specific items are prepared, and which item group preparations are taken, will influence which items each index picks up (this can be predicted with complete accuracy). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.  &lt;br /&gt;
[https://jsfiddle.net/d59a2gqt/30/] is a modified version of the above that extends to modded items.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57484</id>
		<title>Shop Spawn</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Shop_Spawn&amp;diff=57484"/>
				<updated>2023-05-24T23:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This page elaborates the algorithm used to populate the [[Items|Item]] shops. It can get a bit mathsy, though understanding the algorithm can help also to understand (and possibly improve) the odds of finding certain items. Also, for the [[D.E.R.P.]] challenges there is an additional consideration: given the uniform daily seed given to all players, the item spoilers sometimes posted on the [http://www.qcfdesign.com/forum/viewforum.php?f=3|&amp;quot;qcfdesign forums&amp;quot;] can be used to predict how certain preparations will impact the shops' item pools. For new players, this page is probably a bit too much. &lt;br /&gt;
&lt;br /&gt;
== The Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The shop algorithm in a nutshell is:&lt;br /&gt;
&lt;br /&gt;
1. Start with a list of all potential items. &amp;lt;br&amp;gt;&lt;br /&gt;
2. If quest or elite preparations are chosen, then move those items to the front of the list. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Remove prepared inventory items from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Let the length of the list now be n. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Generate a random number in the interval [0, n^2). &amp;lt;br&amp;gt;&lt;br /&gt;
6. Take the square root of that number, round down, and subtract from n-1.This is the index of the chosen item. &amp;lt;br&amp;gt;&lt;br /&gt;
7. Remove the chosen item from the list. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Repeat steps 4-7 for each additional shop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For normal dungeon runs, the potential item list is created by adding basic items, then unlocked quest items, then elite items.&lt;br /&gt;
&lt;br /&gt;
For the DERPs, the potential item list contains all items (as would be the case for a kingdom which has unlocked every item, and does not veto any), and follows the same logic as non-Daily runs, i.e. basic items are still at the start, and elite items at the end. For a given DERP seed and a given length n, the generated random numbers will be identical, but the chosen items depend on the order of the list as affected by preparations, as well as any shop items picked for any preparations. If both quest and elite preparations are chosen, then whichever was last in the available preparations will be at the front of the list.&lt;br /&gt;
&lt;br /&gt;
== The Item Lists ==&lt;br /&gt;
&lt;br /&gt;
Each of the three item lists follow a specific sequence. So for example, the 8 basic items have an intrinsic ranking that gives their relative position within the &amp;quot;Basic Items&amp;quot; list; this intrinsic ranking never changes. So if the {{i|Pendant of Health}} is always the first item on the Basic Items list, it will remain so even if the list itself is moved down due to Quest Items / Elite Items preparations. Consequently, if no items are vetoed (or in a DERP), the Health Pendant will be the 1st, 9th, 23rd or 31st item in the list (depending on whether neither Quest Items or Elite Items are prepped; only Elite Items is prepped; only Quest Items is prepped; or both Elite and Quest items are prepped).&lt;br /&gt;
&lt;br /&gt;
The below chart shows the five possible itemlists (depending on which item group preparations are taken):&lt;br /&gt;
&lt;br /&gt;
[[File:Itemlist.PNG|center|646px]]&lt;br /&gt;
&lt;br /&gt;
The logic is, each item retains its intrinsic ranking within its item group; if neither Quest or Elite Items are prepared, the default order followed is Basic Items, then Quest Items, then Elite Items; if either item group preparations is used, it places the given item group at the start of the list, which is then followed by Basic Items and then the remaining item group; if both item group preparations are used, the prep order sequence is followed, putting first the group in the lower prep slot; then the group in the higher prep slot; and finally the remaining Basic Items.&lt;br /&gt;
&lt;br /&gt;
== D.E.R.P. relevance ==&lt;br /&gt;
&lt;br /&gt;
The random seed for the Daily contains a pre-selected shop item index list. However, which items will actually appear in the shops can change completely in light of what preparations are selected by each player for the given daily. It is important to note that even if a player posts complete item spoilers about their run, another player will only get the same items if he takes the same preparations. Relevant preparations:&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparations &amp;quot;Quest Items&amp;quot; and &amp;quot;Elite Items&amp;quot; will alter the item list and so the same index will yield a different item;&amp;lt;br&amp;gt;&lt;br /&gt;
* Taking any of the 38 possible shop items as preparations may shift some of the indexes, as the random seed's floating point numbers may be rounded differently if fewer (or more) items are available;&amp;lt;br&amp;gt;&lt;br /&gt;
* The {{i|Shop Scroll}} spawns an additional shop, again with a pre-determined item index;&amp;lt;br&amp;gt;&lt;br /&gt;
* Any preparation that impacts the starting area - prepared altars, the Smuggler Den subdungeon - may also change the location of the shops, so although it will not change the overall items available, it may change which items appear in which shops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In light of the above explanations on how the item lists are populated, it is therefor possible to predict the impact of some preparations on the available items. Some rules of thumb:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare the same *number* of shop items, you can predict with certainty how Quest/Elite Items impact the shop items, because then the item indexes are the same, only modified by the item group preparations, and the rank of the items prepared (which are removed from the list before generating the shop items).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *fewer* shop items, some items may &amp;quot;slide up&amp;quot; (i.e. give you the previous item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare *more* shop items, some items may &amp;quot;slide down&amp;quot; (i.e. give you the next item in the list instead).&amp;lt;br&amp;gt;&lt;br /&gt;
* On top of potentially changing the indexes as mentioned above... Any prepared shop items will reduce all lower indexes by one. This is because the item is pulled from the item list before the indexes are applied to it, and since the item indexes count backwards (i.e. from the end of the item list), the same count will yield one lower index.&lt;br /&gt;
* So the *number* of shop item preparations taken will influence the basic indexes (this is an alteration that cannot be accurately predicted, because it will depend on the rounding of the original randomly generated numbers); but which specific items are prepared, and which item group preparations are taken, will influence which items each index picks up (this can be predicted with complete accuracy). {verification needed}&lt;br /&gt;
&lt;br /&gt;
== Vetoing Items ==&lt;br /&gt;
&lt;br /&gt;
[[Bazaar]] offers the possibility to veto up to 7 shop items (tying 4 slots to completing all the [[Class Challenges]] of each main guild, and 3 additional slots can be purchased in the [[Bank]]). Any items vetoed will be removed from the initial item lists before the master list is assembled based on the item group preparations. This allows a degree of control over the relative position of each item within its item group list; combined with the item group preparations Elite/Quest Items, the chances of finding certain specific items can be greatly increased. Important to note that your kingdom's Veto slots (or unlock progress, for that matter) does not impact the item lists for D.E.R.P.s! The Dailies always use the full item list (i.e. everything unlocked, nothing vetoed).&lt;br /&gt;
&lt;br /&gt;
If you want to increase the likelihood of finding specific items in your dungeon runs, on top of picking the right Bazaar preparation (Quest/Elite Items if you're looking for items belonging to those groups, or Shop Scroll if you're looking for Basic Items or a combination of items from different groups), vetoing higher-ranked items (i.e. those with lower indexes) helps the most. Vetoing lower-ranked items (i.e. those with higher indexes) may or may not help, depending on the relative initial position of the item you want; as a rule of thumb, if your item is among the top 2/3 of items (this is normally a given if you could pick the relevant item group preparation), then your chances also improve a bit if you veto lower-ranked items; however, items in the bottom 1/3 of the list will actually have their chances to be found *reduced*, if items below them are vetoed!&lt;br /&gt;
&lt;br /&gt;
For example, let's say you want to increase your chances of finding the {{i|Vampiric Blade}} item in a fully-unlocked kingdom, assuming 8 stores.&amp;lt;br&amp;gt;&lt;br /&gt;
* Without any preparations or vetoes, you will have 27.2% chance to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Shop Scroll, the chance goes up to 30.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items, the chance increases to 33.9%.&amp;lt;br&amp;gt;&lt;br /&gt;
* On the other hand, if you prepare Elite Items, your chances diminish to 19.6%.&amp;lt;br&amp;gt;&lt;br /&gt;
So the optimal Bazaar preparation is Quest Items, which can boost your chances by 6.7%. Vetoing items:&amp;lt;br&amp;gt;&lt;br /&gt;
* If you prepare Quest Items and veto the higher-ranked five Quest Items (Fire Heart, Hero's Helm, Battlemage Ring, Venom Dagger, Whurrgarbl), your chances go up to 42.6%; adding two more vetos (to reduce number of items) also helps, getting you 45%.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want to play purist, you can still veto items to help your odds. In this case, vetoing as many as possible Basic Items and/or some of the five quest items mentioned above helps the most. You get a 38.7% chance this way if you veto 7 items, so actually better than just with quest items prep without any vetoes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Unlocks ===&lt;br /&gt;
&lt;br /&gt;
You may choose not to unlock certain items in your kingdom. These items will then never appear in shops, however, this may improve the chances of finding other items. A word of advice: do not do this for your first kingdom; every single shop item is good for something (and outright awesome for some specific runs), and learning to use each item greatly improves your skill as a Desktop Dungeons player. It can be, however, a fun way to &amp;quot;rig&amp;quot; the shop pool of a subsequent / alternative kingdom, greatly improving the odds of certain items.&lt;br /&gt;
&lt;br /&gt;
Unlocking Elite Items is tied to the Bazaar upgrade and happens in a batch; and doing so also gives 2 extra shops and opens up the Quest/Elite Items preparations (as well as the possibility to have veto slots at all). Add to this that due to the square-root formula used to populate the shops, Elite Items will normally appear very infrequently, the net result is, that there is virtually no benefit in not upgrading Bazaar to Level 3 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
That said, since Quest Items can be unlocked individually, there is a lot of leeway to exercise selective unlocks by picking &amp;amp; choosing which quests you do. To illustrate the impact on probabilities, let's assume that in an alternate kingdom you only have a single Quest Item unlocked, the {{i|Vampiric Blade}}. Assuming Level 3 Bazaar and 8 shops, the odds to find it in a shop is: &amp;lt;br&amp;gt;&lt;br /&gt;
* You have a base 52% chance to find it in store.&amp;lt;br&amp;gt;&lt;br /&gt;
* Preparing Quest Items improves the chance to 72%.&amp;lt;br&amp;gt;&lt;br /&gt;
* Having some items vetoed (maximum 3 is possible without the other class challenges) helps a bit, pushing chances up to 81.6% if you have prepped Quest Items.&amp;lt;br&amp;gt;&lt;br /&gt;
* If you play purist, vetoing 3 Basic Items gives you 69.8% chance (almost as good as the Quest Items prep).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, as different builds/maps/runs require different items, and it is very true that no item is overall weak, it is very difficult to use selective unlocking for anything other than a refreshing experience. Even though individual item chances can be increased this way, it pretty much commits the whole kingdom to this specific &amp;quot;rig&amp;quot;, whereas a fully upgraded kingdom can use a combination of 1) re-shuffled veto slots, 2) proper item group preparation, and 3) lots of available gold being able to fuel many attempts, to eventually guarantee finding the right item(s) for any run.&lt;br /&gt;
&lt;br /&gt;
Also, needless to say, there are very few maps/challenges in Desktop Dungeons that would even require the player to think about rigging shops. Everything can be won in the game without ever worrying about this.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
[http://jsfiddle.net/Phoil/h9g0d7ka/] is a handy tool to calculate individual item probabilities for virtually any scenario.&lt;br /&gt;
[https://jsfiddle.net/d59a2gqt/30/] is a modified version of the above that extends to modded items.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57198</id>
		<title>EE:Disposable</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57198"/>
				<updated>2020-03-07T17:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: Add remaining missing TBAs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EE}}&lt;br /&gt;
&lt;br /&gt;
Disposable is a badge earned by taking on an odd-job in any dungeon, including [[Curious]] ones. Disposable dungeons are identical to their regular/curious counterparts with two big exceptions:&lt;br /&gt;
&lt;br /&gt;
1. You are forced to play as a human guard, a class with no special abilities whatsoever.&lt;br /&gt;
&lt;br /&gt;
2. You are given a varying number of unconvertible items that introduce unique, often detrimental new mechanics into your run as well as a scroll (worth 0 cp but convertable) explaining the items' effects and some backstory.&lt;br /&gt;
&lt;br /&gt;
While you can take on any curious dungeon alongside disposable, the curious dungeons have the same disposable item set and share completion with their regular counterparts so there's not much reason to unless you simply want a challenge, and sometimes this combination will simply be impossible (such as in Hobbler's Hold).&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&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;
!Dungeon&lt;br /&gt;
!Disposable&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hobbler's Hold}}&lt;br /&gt;
|&lt;br /&gt;
Low-level Qualifications&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials (small)&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials: +1 base damage, but you instantly die upon reaching level 5.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Venture Cave}}&lt;br /&gt;
|&lt;br /&gt;
Collection of Alms&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves (large), Steward's Sigil (small)&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves: Base monster exp (exp before bonuses) is converted into gold&lt;br /&gt;
----&lt;br /&gt;
Steward's Sigil: Monsters reward piety equal to their level, but level ups only give you half of their normal stat increase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Den of Danger}}&lt;br /&gt;
|&lt;br /&gt;
Tiresome Trial&lt;br /&gt;
|&lt;br /&gt;
Binding Bead (small), Sapping Sword (large)&lt;br /&gt;
|&lt;br /&gt;
Binding Bead: Every exp-giving kill restores 2 mana, but you gain exhausted when damaged and your mana is set to 0 on level up&lt;br /&gt;
----&lt;br /&gt;
Sapping Sword: Adds 1 lifesteal, but caps health regen at 1 per tile and sets health to 1 on level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Northern Desert}}&lt;br /&gt;
|&lt;br /&gt;
Magical Misery&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant (small), Channeler's Ring (large)&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant: Fireball casts grant a layer of stoneskin, but permanently buff the target's magic resist by 10%&lt;br /&gt;
----&lt;br /&gt;
Channeler's Ring: Adds +1 fireball damage per level, but adds 1 weakening after every melee strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Eastern Tundra}}&lt;br /&gt;
|&lt;br /&gt;
Excommunication&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar (large)&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar: You're immune to punishment from altar desecration, but receive a temporary punishment (one level, different from their normal punishments) from a new god after every level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Southern Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Walk in the Swamp&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup (large), Disguise Beard (large)&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup: You gain +10% damage, but monsters cannot be moved and temporarily gain the debuff traits of all monsters adjacent to the player&lt;br /&gt;
----&lt;br /&gt;
Disguise Beard: You get 5 XP when you start the dungeon, but if you receive a second instance of the same debuff, you die instantly&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Western Jungle}}&lt;br /&gt;
|&lt;br /&gt;
Spirited Swordplay&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber (large), Bewitched Blade (large)&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber: Gives you +7 base damage, but degenerates by 1 every attack (and can go negative) and can be restored via potion use (+5 damage per potion up to the original 7 total)&lt;br /&gt;
----&lt;br /&gt;
Bewitched Blade: Adds +30% to your damage bonus, but halves all outgoing damage if you don't have full mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Grimm's Grotto}}&lt;br /&gt;
|&lt;br /&gt;
Desperate Measures&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric (small)&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric: Acts as a Mass09 ledger, letting you pay 1 gold to shuffle all monsters, but all foes gain 50% lifesteal, shroud on any monster's death, and cannot be revealed indirectly (such as through [[LEMMISI]])&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Doubledoom}}&lt;br /&gt;
|&lt;br /&gt;
Monster in the Mirror&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll (small)&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll: Gives your character the ability to change into enemies you kill, granting different bonuses depending on the enemy, but severely decreases your base stats (-5 health per level, -5 mana, -50% attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Rock Garden}}&lt;br /&gt;
|&lt;br /&gt;
Rock-Hard Resistance&lt;br /&gt;
|&lt;br /&gt;
Nullfying Wand&lt;br /&gt;
|&lt;br /&gt;
Nullifying Wand: Fireballs and melee strikes reduce monster resists by 9%, but cannot deal damage of types opposite resistance or lower resists by other means.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Creeplight Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Two Feet Under&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath: You probably shouldn't mess with this thing. Grants death protection on pick up and level up instead of typical stat gains. First death protection loss revives the holder in an undead form which switches on level up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hexx Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Passable Experience&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge: Far less cool than it sounds. Grants 2 bonus experience whenever you kill a same-level, experience-valuable enemy. Prevents targeting lower level enemies, but allows the wielder to path over them.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
|&lt;br /&gt;
Guitar Hero&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar: Legend goes the previous owner of this guitar spent their life trying to destroy it, for the good of the world. Plays automatically on level up, leveling up all enemies. Also never shuts up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Shifting Passages}}&lt;br /&gt;
|&lt;br /&gt;
Taking Hearts&lt;br /&gt;
|&lt;br /&gt;
Rock Heart, Fire Heart, Spirit Heart&lt;br /&gt;
|&lt;br /&gt;
Rock Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Fire Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Spirit Heart: Romantic AND relaxing! Doubles mana regeneration in exchange for all health regeneration and 2 fireball damage per level.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Halls of Steel}}&lt;br /&gt;
|&lt;br /&gt;
Sapphire Squire&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?)&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?): This dubious artefact might be a legendary item. Or just garbage. Prevents health gain on level up, gives +1 damage, +1 mana, and -1 BURNDAYRAZ damage per level, but grants DP on every monster kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Ick Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Going Green&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears: A tool lost to history, brought back for your inconvenience. Offers +4 base damage, but killing plants adds their harmful seeds to your inventory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Labyrinth}}&lt;br /&gt;
|&lt;br /&gt;
Tectonic Tango&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker: Even lifting this mace causes the ground to quake dangerously. Grants +100% knockback over infinite range, in exchange for -200% attack, and spawns walls in spaces knocked through.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Cursed Oasis}}&lt;br /&gt;
|&lt;br /&gt;
Sweating Blood&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions, Soul of Suffering&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions: A terrifying tool definitely not for novices. Click to cast a random spell at full cost. Spells do not repeat. Refills on level up if empty, kills the user if not empty.&lt;br /&gt;
----&lt;br /&gt;
Soul of Suffering: The soul of a very upset dragon, solidified. Gives a 30% chance to cast spells for no cost, but damages user for double spells' costs on cast.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Berserker Camp}}&lt;br /&gt;
|&lt;br /&gt;
Stress Relief&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil: Non-berserkers lose 100% damage from this tattoo. Gives +3 health regen, +5 health, doubles spell costs, and grants +10% damage on attacking same level targets to a max of 100%, resetting on kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Slime Pit}}&lt;br /&gt;
|&lt;br /&gt;
Trickle-Down Demolition&lt;br /&gt;
|&lt;br /&gt;
World Cruncher, Demolition Badge&lt;br /&gt;
|&lt;br /&gt;
World Cruncher: An explosive city-destroying tool. Extra fun! Cannot be manually activated, but detonates violently on level up, destroying the surrounding area.&lt;br /&gt;
----&lt;br /&gt;
Demolition Badge: Certifies that you are qualified to hold a certification qualifying you to blow stuff up. +10% damage, fireballs hit enemies orthogonal to the target.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Magma Mines}}&lt;br /&gt;
|&lt;br /&gt;
Corrosive Circumstances&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers: Warning: may cause death. +1 corrosive strike and globally corrodes scaling with player level, but damage cannot exceed twice a foe's corrosion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Beta Testing&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Steel}}&lt;br /&gt;
|&lt;br /&gt;
Unbroken&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm, Rod of Binding&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm: Still garbage. Prevents stat gain on level up, gives +1 mana, +2 damage, +5 health, and -1 BURNDAYRAZ damage per level, but grants infinitely stackable DP on every monster kill.&lt;br /&gt;
----&lt;br /&gt;
Rod of Binding: This reusable wand encases its target in magical armor, granting player level experience. Recharges on level up. Really quite cruel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Demonic Library}}&lt;br /&gt;
|&lt;br /&gt;
Trial by Fire&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex: The Avatar's demonic tome, attuned to the summoning ritual. Grants heavy fireball and maximizes burning as usual. It hungers for the blood of the demon lords.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Namtar's Lair}}&lt;br /&gt;
|&lt;br /&gt;
Final Destination&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward: Perhaps the greatest item in existence. Grants death protection on pickup. On activation, grants death protection, 4 stoneskin, resistant, might, and experience boost. Apparently wards off the Underworld.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Naga City}}&lt;br /&gt;
|&lt;br /&gt;
The Heist&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron, Amulet of Dragons&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron: The witch modified this cauldron to offer a base +60% potion effectiveness, that debuffs increase further, and dispense two health and mana potions on level up. Horribly sacrilegious.&lt;br /&gt;
----&lt;br /&gt;
Amulet of Dragons: Although unsmashable, this amulet imbues evolutionary power to the wearer at a great cost. -20% XP required per level, but lose regen and stat refill on level up. Sure to enrage Naga.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Dragon Isles}}&lt;br /&gt;
|&lt;br /&gt;
The Third Act&lt;br /&gt;
|&lt;br /&gt;
Scintillating Scale&lt;br /&gt;
|&lt;br /&gt;
Uncovered on a previous visit to these isles and stored in a deep vault in the Guild, this incredible dragon scale regularly shifts colors and effects, but always provides +18% resist all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Pleased to Meet You&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal, Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal: A worn tome covered in arcane sigils that seal the secrets within. Click to read available entries and review their effect on the reader.&lt;br /&gt;
----&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ancient Scrapyard]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hidden Workshop]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oasis Town]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Flooded Foundry]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Lekon's Table]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Deadman's Pass]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Everfrost Peak]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Frigid Battlefield]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Troll Laboratory]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Phantom Citadel]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Endless Blizzard]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57197</id>
		<title>EE:Disposable</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57197"/>
				<updated>2020-03-07T17:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: Add missing TBAs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EE}}&lt;br /&gt;
&lt;br /&gt;
Disposable is a badge earned by taking on an odd-job in any dungeon, including [[Curious]] ones. Disposable dungeons are identical to their regular/curious counterparts with two big exceptions:&lt;br /&gt;
&lt;br /&gt;
1. You are forced to play as a human guard, a class with no special abilities whatsoever.&lt;br /&gt;
&lt;br /&gt;
2. You are given a varying number of unconvertible items that introduce unique, often detrimental new mechanics into your run as well as a scroll (worth 0 cp but convertable) explaining the items' effects and some backstory.&lt;br /&gt;
&lt;br /&gt;
While you can take on any curious dungeon alongside disposable, the curious dungeons have the same disposable item set and share completion with their regular counterparts so there's not much reason to unless you simply want a challenge, and sometimes this combination will simply be impossible (such as in Hobbler's Hold).&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&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;
!Dungeon&lt;br /&gt;
!Disposable&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hobbler's Hold}}&lt;br /&gt;
|&lt;br /&gt;
Low-level Qualifications&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials (small)&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials: +1 base damage, but you instantly die upon reaching level 5.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Venture Cave}}&lt;br /&gt;
|&lt;br /&gt;
Collection of Alms&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves (large), Steward's Sigil (small)&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves: Base monster exp (exp before bonuses) is converted into gold&lt;br /&gt;
----&lt;br /&gt;
Steward's Sigil: Monsters reward piety equal to their level, but level ups only give you half of their normal stat increase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Den of Danger}}&lt;br /&gt;
|&lt;br /&gt;
Tiresome Trial&lt;br /&gt;
|&lt;br /&gt;
Binding Bead (small), Sapping Sword (large)&lt;br /&gt;
|&lt;br /&gt;
Binding Bead: Every exp-giving kill restores 2 mana, but you gain exhausted when damaged and your mana is set to 0 on level up&lt;br /&gt;
----&lt;br /&gt;
Sapping Sword: Adds 1 lifesteal, but caps health regen at 1 per tile and sets health to 1 on level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Northern Desert}}&lt;br /&gt;
|&lt;br /&gt;
Magical Misery&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant (small), Channeler's Ring (large)&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant: Fireball casts grant a layer of stoneskin, but permanently buff the target's magic resist by 10%&lt;br /&gt;
----&lt;br /&gt;
Channeler's Ring: Adds +1 fireball damage per level, but adds 1 weakening after every melee strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Eastern Tundra}}&lt;br /&gt;
|&lt;br /&gt;
Excommunication&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar (large)&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar: You're immune to punishment from altar desecration, but receive a temporary punishment (one level, different from their normal punishments) from a new god after every level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Southern Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Walk in the Swamp&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup (large), Disguise Beard (large)&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup: You gain +10% damage, but monsters cannot be moved and temporarily gain the debuff traits of all monsters adjacent to the player&lt;br /&gt;
----&lt;br /&gt;
Disguise Beard: You get 5 XP when you start the dungeon, but if you receive a second instance of the same debuff, you die instantly&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Western Jungle}}&lt;br /&gt;
|&lt;br /&gt;
Spirited Swordplay&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber (large), Bewitched Blade (large)&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber: Gives you +7 base damage, but degenerates by 1 every attack (and can go negative) and can be restored via potion use (+5 damage per potion up to the original 7 total)&lt;br /&gt;
----&lt;br /&gt;
Bewitched Blade: Adds +30% to your damage bonus, but halves all outgoing damage if you don't have full mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Grimm's Grotto}}&lt;br /&gt;
|&lt;br /&gt;
Desperate Measures&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric (small)&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric: Acts as a Mass09 ledger, letting you pay 1 gold to shuffle all monsters, but all foes gain 50% lifesteal, shroud on any monster's death, and cannot be revealed indirectly (such as through [[LEMMISI]])&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Doubledoom}}&lt;br /&gt;
|&lt;br /&gt;
Monster in the Mirror&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll (small)&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll: Gives your character the ability to change into enemies you kill, granting different bonuses depending on the enemy, but severely decreases your base stats (-5 health per level, -5 mana, -50% attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Rock Garden}}&lt;br /&gt;
|&lt;br /&gt;
Rock-Hard Resistance&lt;br /&gt;
|&lt;br /&gt;
Nullfying Wand&lt;br /&gt;
|&lt;br /&gt;
Nullifying Wand: Fireballs and melee strikes reduce monster resists by 9%, but cannot deal damage of types opposite resistance or lower resists by other means.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Creeplight Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Two Feet Under&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath: You probably shouldn't mess with this thing. Grants death protection on pick up and level up instead of typical stat gains. First death protection loss revives the holder in an undead form which switches on level up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hexx Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Passable Experience&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge: Far less cool than it sounds. Grants 2 bonus experience whenever you kill a same-level, experience-valuable enemy. Prevents targeting lower level enemies, but allows the wielder to path over them.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
|&lt;br /&gt;
Guitar Hero&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar: Legend goes the previous owner of this guitar spent their life trying to destroy it, for the good of the world. Plays automatically on level up, leveling up all enemies. Also never shuts up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Shifting Passages}}&lt;br /&gt;
|&lt;br /&gt;
Taking Hearts&lt;br /&gt;
|&lt;br /&gt;
Rock Heart, Fire Heart, Spirit Heart&lt;br /&gt;
|&lt;br /&gt;
Rock Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Fire Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Spirit Heart: Romantic AND relaxing! Doubles mana regeneration in exchange for all health regeneration and 2 fireball damage per level.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Halls of Steel}}&lt;br /&gt;
|&lt;br /&gt;
Sapphire Squire&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?)&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?): This dubious artefact might be a legendary item. Or just garbage. Prevents health gain on level up, gives +1 damage, +1 mana, and -1 BURNDAYRAZ damage per level, but grants DP on every monster kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Ick Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Going Green&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears: A tool lost to history, brought back for your inconvenience. Offers +4 base damage, but killing plants adds their harmful seeds to your inventory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Labyrinth}}&lt;br /&gt;
|&lt;br /&gt;
Tectonic Tango&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker: Even lifting this mace causes the ground to quake dangerously. Grants +100% knockback over infinite range, in exchange for -200% attack, and spawns walls in spaces knocked through.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Cursed Oasis}}&lt;br /&gt;
|&lt;br /&gt;
Sweating Blood&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions, Soul of Suffering&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions: A terrifying tool definitely not for novices. Click to cast a random spell at full cost. Spells do not repeat. Refills on level up if empty, kills the user if not empty.&lt;br /&gt;
----&lt;br /&gt;
Soul of Suffering: The soul of a very upset dragon, solidified. Gives a 30% chance to cast spells for no cost, but damages user for double spells' costs on cast.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Berserker Camp}}&lt;br /&gt;
|&lt;br /&gt;
Stress Relief&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil: Non-berserkers lose 100% damage from this tattoo. Gives +3 health regen, +5 health, doubles spell costs, and grants +10% damage on attacking same level targets to a max of 100%, resetting on kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Slime Pit}}&lt;br /&gt;
|&lt;br /&gt;
Trickle-Down Demolition&lt;br /&gt;
|&lt;br /&gt;
World Cruncher, Demolition Badge&lt;br /&gt;
|&lt;br /&gt;
World Cruncher: An explosive city-destroying tool. Extra fun! Cannot be manually activated, but detonates violently on level up, destroying the surrounding area.&lt;br /&gt;
----&lt;br /&gt;
Demolition Badge: Certifies that you are qualified to hold a certification qualifying you to blow stuff up. +10% damage, fireballs hit enemies orthogonal to the target.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Magma Mines}}&lt;br /&gt;
|&lt;br /&gt;
Corrosive Circumstances&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers: Warning: may cause death. +1 corrosive strike and globally corrodes scaling with player level, but damage cannot exceed twice a foe's corrosion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Beta Testing&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Steel}}&lt;br /&gt;
|&lt;br /&gt;
Unbroken&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm, Rod of Binding&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm: Still garbage. Prevents stat gain on level up, gives +1 mana, +2 damage, +5 health, and -1 BURNDAYRAZ damage per level, but grants infinitely stackable DP on every monster kill.&lt;br /&gt;
----&lt;br /&gt;
Rod of Binding: This reusable wand encases its target in magical armor, granting player level experience. Recharges on level up. Really quite cruel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Demonic Library}}&lt;br /&gt;
|&lt;br /&gt;
Trial by Fire&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex: The Avatar's demonic tome, attuned to the summoning ritual. Grants heavy fireball and maximizes burning as usual. It hungers for the blood of the demon lords.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Namtar's Lair}}&lt;br /&gt;
|&lt;br /&gt;
Final Destination&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward: Perhaps the greatest item in existence. Grants death protection on pickup. On activation, grants death protection, 4 stoneskin, resistant, might, and experience boost. Apparently wards off the Underworld.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Naga City}}&lt;br /&gt;
|&lt;br /&gt;
The Heist&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron, Amulet of Dragons&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron: The witch modified this cauldron to offer a base +60% potion effectiveness, that debuffs increase further, and dispense two health and mana potions on level up. Horribly sacrilegious.&lt;br /&gt;
----&lt;br /&gt;
Amulet of Dragons: Although unsmashable, this amulet imbues evolutionary power to the wearer at a great cost. -20% XP required per level, but lose regen and stat refill on level up. Sure to enrage Naga.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Dragon Isles}}&lt;br /&gt;
|&lt;br /&gt;
The Third Act&lt;br /&gt;
|&lt;br /&gt;
Scintillating Scale&lt;br /&gt;
|&lt;br /&gt;
Uncovered on a previous visit to these isles and stored in a deep vault in the Guild, this incredible dragon scale regularly shifts colors and effects, but always provides +18% resist all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Pleased to Meet You&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal, Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal: A worn tome covered in arcane sigils that seal the secrets within. Click to read available entries and review their effect on the reader.&lt;br /&gt;
----&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ancient Scrapyard]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hidden Workshop]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oasis Town]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Flooded Foundry]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Lekon's Table]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Deadman's Pass]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Everfrost Peak]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Frigid Battlefield]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Troll Laboratory]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Phantom Citadel]]&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Endless Blizzard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57196</id>
		<title>EE:Disposable</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57196"/>
				<updated>2020-03-07T17:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: Fill in missing disposable items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EE}}&lt;br /&gt;
&lt;br /&gt;
Disposable is a badge earned by taking on an odd-job in any dungeon, including [[Curious]] ones. Disposable dungeons are identical to their regular/curious counterparts with two big exceptions:&lt;br /&gt;
&lt;br /&gt;
1. You are forced to play as a human guard, a class with no special abilities whatsoever.&lt;br /&gt;
&lt;br /&gt;
2. You are given a varying number of unconvertible items that introduce unique, often detrimental new mechanics into your run as well as a scroll (worth 0 cp but convertable) explaining the items' effects and some backstory.&lt;br /&gt;
&lt;br /&gt;
While you can take on any curious dungeon alongside disposable, the curious dungeons have the same disposable item set and share completion with their regular counterparts so there's not much reason to unless you simply want a challenge, and sometimes this combination will simply be impossible (such as in Hobbler's Hold).&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&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;
!Dungeon&lt;br /&gt;
!Disposable&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hobbler's Hold}}&lt;br /&gt;
|&lt;br /&gt;
Low-level Qualifications&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials (small)&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials: +1 base damage, but you instantly die upon reaching level 5.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Venture Cave}}&lt;br /&gt;
|&lt;br /&gt;
Collection of Alms&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves (large), Steward's Sigil (small)&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves: Base monster exp (exp before bonuses) is converted into gold&lt;br /&gt;
----&lt;br /&gt;
Steward's Sigil: Monsters reward piety equal to their level, but level ups only give you half of their normal stat increase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Den of Danger}}&lt;br /&gt;
|&lt;br /&gt;
Tiresome Trial&lt;br /&gt;
|&lt;br /&gt;
Binding Bead (small), Sapping Sword (large)&lt;br /&gt;
|&lt;br /&gt;
Binding Bead: Every exp-giving kill restores 2 mana, but you gain exhausted when damaged and your mana is set to 0 on level up&lt;br /&gt;
----&lt;br /&gt;
Sapping Sword: Adds 1 lifesteal, but caps health regen at 1 per tile and sets health to 1 on level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Northern Desert}}&lt;br /&gt;
|&lt;br /&gt;
Magical Misery&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant (small), Channeler's Ring (large)&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant: Fireball casts grant a layer of stoneskin, but permanently buff the target's magic resist by 10%&lt;br /&gt;
----&lt;br /&gt;
Channeler's Ring: Adds +1 fireball damage per level, but adds 1 weakening after every melee strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Eastern Tundra}}&lt;br /&gt;
|&lt;br /&gt;
Excommunication&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar (large)&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar: You're immune to punishment from altar desecration, but receive a temporary punishment (one level, different from their normal punishments) from a new god after every level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Southern Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Walk in the Swamp&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup (large), Disguise Beard (large)&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup: You gain +10% damage, but monsters cannot be moved and temporarily gain the debuff traits of all monsters adjacent to the player&lt;br /&gt;
----&lt;br /&gt;
Disguise Beard: You get 5 XP when you start the dungeon, but if you receive a second instance of the same debuff, you die instantly&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Western Jungle}}&lt;br /&gt;
|&lt;br /&gt;
Spirited Swordplay&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber (large), Bewitched Blade (large)&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber: Gives you +7 base damage, but degenerates by 1 every attack (and can go negative) and can be restored via potion use (+5 damage per potion up to the original 7 total)&lt;br /&gt;
----&lt;br /&gt;
Bewitched Blade: Adds +30% to your damage bonus, but halves all outgoing damage if you don't have full mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Grimm's Grotto}}&lt;br /&gt;
|&lt;br /&gt;
Desperate Measures&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric (small)&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric: Acts as a Mass09 ledger, letting you pay 1 gold to shuffle all monsters, but all foes gain 50% lifesteal, shroud on any monster's death, and cannot be revealed indirectly (such as through [[LEMMISI]])&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Doubledoom}}&lt;br /&gt;
|&lt;br /&gt;
Monster in the Mirror&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll (small)&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll: Gives your character the ability to change into enemies you kill, granting different bonuses depending on the enemy, but severely decreases your base stats (-5 health per level, -5 mana, -50% attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Rock Garden}}&lt;br /&gt;
|&lt;br /&gt;
Rock-Hard Resistance&lt;br /&gt;
|&lt;br /&gt;
Nullfying Wand&lt;br /&gt;
|&lt;br /&gt;
Nullifying Wand: Fireballs and melee strikes reduce monster resists by 9%, but cannot deal damage of types opposite resistance or lower resists by other means.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Creeplight Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Two Feet Under&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath&lt;br /&gt;
|&lt;br /&gt;
Orb of Undeath: You probably shouldn't mess with this thing. Grants death protection on pick up and level up instead of typical stat gains. First death protection loss revives the holder in an undead form which switches on level up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hexx Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Passable Experience&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge&lt;br /&gt;
|&lt;br /&gt;
Kingslayer's Edge: Far less cool than it sounds. Grants 2 bonus experience whenever you kill a same-level, experience-valuable enemy. Prevents targeting lower level enemies, but allows the wielder to path over them.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
|&lt;br /&gt;
Guitar Hero&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar&lt;br /&gt;
|&lt;br /&gt;
Ghostly Guitar: Legend goes the previous owner of this guitar spent their life trying to destroy it, for the good of the world. Plays automatically on level up, leveling up all enemies. Also never shuts up.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Shifting Passages}}&lt;br /&gt;
|&lt;br /&gt;
Taking Hearts&lt;br /&gt;
|&lt;br /&gt;
Rock Heart, Fire Heart, Spirit Heart&lt;br /&gt;
|&lt;br /&gt;
Rock Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Fire Heart: As normal&lt;br /&gt;
----&lt;br /&gt;
Spirit Heart: Romantic AND relaxing! Doubles mana regeneration in exchange for all health regeneration and 2 fireball damage per level.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Halls of Steel}}&lt;br /&gt;
|&lt;br /&gt;
Sapphire Squire&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?)&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm(?): This dubious artefact might be a legendary item. Or just garbage. Prevents health gain on level up, gives +1 damage, +1 mana, and -1 BURNDAYRAZ damage per level, but grants DP on every monster kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Ick Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Going Green&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears&lt;br /&gt;
|&lt;br /&gt;
Gardening Shears: A tool lost to history, brought back for your inconvenience. Offers +4 base damage, but killing plants adds their harmful seeds to your inventory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Labyrinth}}&lt;br /&gt;
|&lt;br /&gt;
Tectonic Tango&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker&lt;br /&gt;
|&lt;br /&gt;
The Earthshaker: Even lifting this mace causes the ground to quake dangerously. Grants +100% knockback over infinite range, in exchange for -200% attack, and spawns walls in spaces knocked through.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Cursed Oasis}}&lt;br /&gt;
|&lt;br /&gt;
Sweating Blood&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions, Soul of Suffering&lt;br /&gt;
|&lt;br /&gt;
Bag O' Illusions: A terrifying tool definitely not for novices. Click to cast a random spell at full cost. Spells do not repeat. Refills on level up if empty, kills the user if not empty.&lt;br /&gt;
----&lt;br /&gt;
Soul of Suffering: The soul of a very upset dragon, solidified. Gives a 30% chance to cast spells for no cost, but damages user for double spells' costs on cast.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Berserker Camp}}&lt;br /&gt;
|&lt;br /&gt;
Stress Relief&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil&lt;br /&gt;
|&lt;br /&gt;
Berserker Sigil: Non-berserkers lose 100% damage from this tattoo. Gives +3 health regen, +5 health, doubles spell costs, and grants +10% damage on attacking same level targets to a max of 100%, resetting on kill.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Slime Pit}}&lt;br /&gt;
|&lt;br /&gt;
Trickle-Down Demolition&lt;br /&gt;
|&lt;br /&gt;
World Cruncher, Demolition Badge&lt;br /&gt;
|&lt;br /&gt;
World Cruncher: An explosive city-destroying tool. Extra fun! Cannot be manually activated, but detonates violently on level up, destroying the surrounding area.&lt;br /&gt;
----&lt;br /&gt;
Demolition Badge: Certifies that you are qualified to hold a certification qualifying you to blow stuff up. +10% damage, fireballs hit enemies orthogonal to the target.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Magma Mines}}&lt;br /&gt;
|&lt;br /&gt;
Corrosive Circumstances&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers&lt;br /&gt;
|&lt;br /&gt;
Twisted Fingers: Warning: may cause death. +1 corrosive strike and globally corrodes scaling with player level, but damage cannot exceed twice a foe's corrosion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Beta Testing&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Steel}}&lt;br /&gt;
|&lt;br /&gt;
Unbroken&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm, Rod of Binding&lt;br /&gt;
|&lt;br /&gt;
Sapphire Helm: Still garbage. Prevents stat gain on level up, gives +1 mana, +2 damage, +5 health, and -1 BURNDAYRAZ damage per level, but grants infinitely stackable DP on every monster kill.&lt;br /&gt;
----&lt;br /&gt;
Rod of Binding: This reusable wand encases its target in magical armor, granting player level experience. Recharges on level up. Really quite cruel.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Demonic Library}}&lt;br /&gt;
|&lt;br /&gt;
Trial by Fire&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex&lt;br /&gt;
|&lt;br /&gt;
Attuned Codex: The Avatar's demonic tome, attuned to the summoning ritual. Grants heavy fireball and maximizes burning as usual. It hungers for the blood of the demon lords.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Namtar's Lair}}&lt;br /&gt;
|&lt;br /&gt;
Final Destination&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward&lt;br /&gt;
|&lt;br /&gt;
Abyssal Ward: Perhaps the greatest item in existence. Grants death protection on pickup. On activation, grants death protection, 4 stoneskin, resistant, might, and experience boost. Apparently wards off the Underworld.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Naga City}}&lt;br /&gt;
|&lt;br /&gt;
The Heist&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron, Amulet of Dragons&lt;br /&gt;
|&lt;br /&gt;
Champion's Cauldron: The witch modified this cauldron to offer a base +60% potion effectiveness, that debuffs increase further, and dispense two health and mana potions on level up. Horribly sacrilegious.&lt;br /&gt;
----&lt;br /&gt;
Amulet of Dragons: Although unsmashable, this amulet imbues evolutionary power to the wearer at a great cost. -20% XP required per level, but lose regen and stat refill on level up. Sure to enrage Naga.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Dragon Isles}}&lt;br /&gt;
|&lt;br /&gt;
The Third Act&lt;br /&gt;
|&lt;br /&gt;
Scintillating Scale&lt;br /&gt;
|&lt;br /&gt;
Uncovered on a previous visit to these isles and stored in a deep vault in the Guild, this incredible dragon scale regularly shifts colors and effects, but always provides +18% resist all.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Pleased to Meet You&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal, Spoon of Heroes&lt;br /&gt;
|&lt;br /&gt;
Sealed Journal: A worn tome covered in arcane sigils that seal the secrets within. Click to read available entries and review their effect on the reader.&lt;br /&gt;
----&lt;br /&gt;
Spoon of Heroes: This materialization of the Kingdom's might transcends even its culinary form. Going beyond +1 BD, it offers a balanced set of three random traits from different classes.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ancient Scrapyard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hidden Workshop]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oasis Town]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Flooded Foundry]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Lekon's Table]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Deadman's Pass]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Everfrost Peak]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Frigid Battlefield]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Troll Laboratory]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Phantom Citadel]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Endless Blizzard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57195</id>
		<title>EE:Disposable</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=EE:Disposable&amp;diff=57195"/>
				<updated>2020-03-07T17:28:02Z</updated>
		
		<summary type="html">&lt;p&gt;KittenAqua: Add column for challenge name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EE}}&lt;br /&gt;
&lt;br /&gt;
Disposable is a badge earned by taking on an odd-job in any dungeon, including [[Curious]] ones. Disposable dungeons are identical to their regular/curious counterparts with two big exceptions:&lt;br /&gt;
&lt;br /&gt;
1. You are forced to play as a human guard, a class with no special abilities whatsoever.&lt;br /&gt;
&lt;br /&gt;
2. You are given a varying number of unconvertible items that introduce unique, often detrimental new mechanics into your run as well as a scroll (worth 0 cp but convertable) explaining the items' effects and some backstory.&lt;br /&gt;
&lt;br /&gt;
While you can take on any curious dungeon alongside disposable, the curious dungeons have the same disposable item set and share completion with their regular counterparts so there's not much reason to unless you simply want a challenge, and sometimes this combination will simply be impossible (such as in Hobbler's Hold).&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&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;
!Dungeon&lt;br /&gt;
!Disposable&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hobbler's Hold}}&lt;br /&gt;
|&lt;br /&gt;
Low-level Qualifications&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials (small)&lt;br /&gt;
|&lt;br /&gt;
Spoon of Trials: +1 base damage, but you instantly die upon reaching level 5.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Venture Cave}}&lt;br /&gt;
|&lt;br /&gt;
Collection of Alms&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves (large), Steward's Sigil (small)&lt;br /&gt;
|&lt;br /&gt;
Greedy Gloves: Base monster exp (exp before bonuses) is converted into gold&lt;br /&gt;
----&lt;br /&gt;
Steward's Sigil: Monsters reward piety equal to their level, but level ups only give you half of their normal stat increase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Den of Danger}}&lt;br /&gt;
|&lt;br /&gt;
Tiresome Trial&lt;br /&gt;
|&lt;br /&gt;
Binding Bead (small), Sapping Sword (large)&lt;br /&gt;
|&lt;br /&gt;
Binding Bead: Every exp-giving kill restores 2 mana, but you gain exhausted when damaged and your mana is set to 0 on level up&lt;br /&gt;
----&lt;br /&gt;
Sapping Sword: Adds 1 lifesteal, but caps health regen at 1 per tile and sets health to 1 on level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Northern Desert}}&lt;br /&gt;
|&lt;br /&gt;
Magical Misery&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant (small), Channeler's Ring (large)&lt;br /&gt;
|&lt;br /&gt;
Warding Pendant: Fireball casts grant a layer of stoneskin, but permanently buff the target's magic resist by 10%&lt;br /&gt;
----&lt;br /&gt;
Channeler's Ring: Adds +1 fireball damage per level, but adds 1 weakening after every melee strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Eastern Tundra}}&lt;br /&gt;
|&lt;br /&gt;
Excommunication&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar (large)&lt;br /&gt;
|&lt;br /&gt;
Blasphemer's Collar: You're immune to punishment from altar desecration, but receive a temporary punishment (one level, different from their normal punishments) from a new god after every level up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Southern Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Walk in the Swamp&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup (large), Disguise Beard (large)&lt;br /&gt;
|&lt;br /&gt;
Pepper the Pup: You gain +10% damage, but monsters cannot be moved and temporarily gain the debuff traits of all monsters adjacent to the player&lt;br /&gt;
----&lt;br /&gt;
Disguise Beard: You get 5 XP when you start the dungeon, but if you receive a second instance of the same debuff, you die instantly&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Western Jungle}}&lt;br /&gt;
|&lt;br /&gt;
Spirited Swordplay&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber (large), Bewitched Blade (large)&lt;br /&gt;
|&lt;br /&gt;
Sept-Saber: Gives you +7 base damage, but degenerates by 1 every attack (and can go negative) and can be restored via potion use (+5 damage per potion up to the original 7 total)&lt;br /&gt;
----&lt;br /&gt;
Bewitched Blade: Adds +30% to your damage bonus, but halves all outgoing damage if you don't have full mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Grimm's Grotto}}&lt;br /&gt;
|&lt;br /&gt;
Desperate Measures&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric (small)&lt;br /&gt;
|&lt;br /&gt;
Torn Fabric: Acts as a Mass09 ledger, letting you pay 1 gold to shuffle all monsters, but all foes gain 50% lifesteal, shroud on any monster's death, and cannot be revealed indirectly (such as through [[LEMMISI]])&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Doubledoom}}&lt;br /&gt;
|&lt;br /&gt;
Monster in the Mirror&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll (small)&lt;br /&gt;
|&lt;br /&gt;
Illusion Scroll: Gives your character the ability to change into enemies you kill, granting different bonuses depending on the enemy, but severely decreases your base stats (-5 health per level, -5 mana, -50% attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Rock Garden}}&lt;br /&gt;
|&lt;br /&gt;
Rock-Hard Resistance&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Creeplight Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Two Feet Under&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Hexx Ruins}}&lt;br /&gt;
|&lt;br /&gt;
Passable Experience&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
|&lt;br /&gt;
Guitar Hero&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Shifting Passages}}&lt;br /&gt;
|&lt;br /&gt;
Taking Hearts&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Halls of Steel}}&lt;br /&gt;
|&lt;br /&gt;
Sapphire Squire&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Ick Swamp}}&lt;br /&gt;
|&lt;br /&gt;
Going Green&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Labyrinth}}&lt;br /&gt;
|&lt;br /&gt;
Tectonic Tango&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Cursed Oasis}}&lt;br /&gt;
|&lt;br /&gt;
Sweating Blood&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Berserker Camp}}&lt;br /&gt;
|&lt;br /&gt;
Stress Relief&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|The Slime Pit}}&lt;br /&gt;
|&lt;br /&gt;
Trickle-Down Demolition&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Magma Mines}}&lt;br /&gt;
|&lt;br /&gt;
Corrosive Circumstances&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Beta Testing&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Steel}}&lt;br /&gt;
|&lt;br /&gt;
Unbroken&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Demonic Library}}&lt;br /&gt;
|&lt;br /&gt;
Trial by Fire&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Namtar's Lair}}&lt;br /&gt;
|&lt;br /&gt;
Final Destination&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Naga City}}&lt;br /&gt;
|&lt;br /&gt;
The Heist&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Dragon Isles}}&lt;br /&gt;
|&lt;br /&gt;
The Third Act&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|&lt;br /&gt;
Pleased to Meet You&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ancient Scrapyard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hidden Workshop]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oasis Town]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Flooded Foundry]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Lekon's Table]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Deadman's Pass]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Everfrost Peak]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Frigid Battlefield]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Troll Laboratory]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Phantom Citadel]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Endless Blizzard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KittenAqua</name></author>	</entry>

	</feed>