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		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56436</id>
		<title>Triple Quests</title>
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				<updated>2017-04-20T23:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
&lt;br /&gt;
Do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe); &amp;quot;Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0); &amp;quot;Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants); &amp;quot;Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe) &amp;quot;Glowing Guardian! Vainglorious, self-styled &amp;quot;defender of righteousness&amp;quot;! I COMPEL you to smite my foe!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56435</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56435"/>
				<updated>2017-04-20T20:10:48Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly {{piety|0-25}}&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33%&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Removes one inventory slot from the player&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant {{piety|2-4}} or cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
&lt;br /&gt;
*Discover a monster while exploring (plants excluded)&lt;br /&gt;
&lt;br /&gt;
*Kill an XP-valuable enemy&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack&lt;br /&gt;
&lt;br /&gt;
*Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Petition}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you&lt;br /&gt;
&lt;br /&gt;
;{{boon|Last Chance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Health}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 20&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Mana}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
&lt;br /&gt;
;{{boon|Chaos Avatar}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
Jehora Jeheyu performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = {{t|Poisoned}}&lt;br /&gt;
*1 = {{t|Mana Burn}}&lt;br /&gt;
*2 = Health loss&lt;br /&gt;
*3-5 = {{t|Weakened}}&lt;br /&gt;
*6-8 = {{t|Corrosion}}&lt;br /&gt;
*9-10 = {{t|Cursed}}&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire {{boon|Petition}} as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both {{t|Poisoned}} and {{t|Mana Burn}}ed, it can become very difficult to survive. The {{i|Burn Salve}} and {{i|Fortitude Tonic}} are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get {{boon|Petition}}, then climb to {{boon|Chaos Avatar}} while picking up {{boon|Boost  Health}}s and {{boon|Boost Mana}}s along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
{{boon|Boost Mana}} and {{boon|Boost Health}} are two of the most powerful boons in the game. {{boon|Boost Health}}, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. {{boon|Boost Mana}} enables you to play like an {{r|Elf}}, using more elaborate spellcasting combos with a more generous [[mana]] pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful(to be even you would have to consume 6 health potions or 4 mana). If you combine with a {{i|Schadenfreude Potion}} and use {{boon|Boost Mana}} sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use {{boon|Chaos Avatar}} and/or {{boon|Last Chance}}. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Despite the high cost of {{boon|Chaos Avatar}}, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate {{piety|100}} from another deity, convert to JJ, and immediately desecrate an altar to reach the {{piety|80}} for {{boon|Chaos Avatar}}. {{g|Mystera Annur}} or {{g|The Earthmother}} altars are ideal desecration targets for this strategy, as {{boon|Chaos Avatar}} immediately cancels out their desecration penalties.&lt;br /&gt;
&lt;br /&gt;
Piety strategy, just like with {{g|Mystera Annur}} you try to not waste any mana while not fighting, here you can do the same: if you have to much health but little mana you can try {{s|BYSSEPS}} and {{s|GETINDARE}} and hitting something and then repeating. Likewise prefer spaming {{s|WONAFYT}} and {{s|APHEELSIK}} when you have to much mana. Try to waste all mana before leveling up.&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
&lt;br /&gt;
{{r|Gnome}} and {{r|Halfling}} make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. {{c|Rogue}} benefit enormously from the {{boon|Boost Health}}, and at low-levels there is no better deity for a rogue to worship. The free {{s|WEYTWUT}} also works well for rogues, who need a way to bypass monster first strike. {{r|Elf}} also work well with Jehora Jeheyu; though they lose out more than other races from the loss of {{i|Mana Potion}}s, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. {{c|Bloodmage}} lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Glyphs&amp;diff=56434</id>
		<title>Glyphs</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Glyphs&amp;diff=56434"/>
				<updated>2017-04-10T22:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. Each glyph occupies a full inventory slot, and otherwise is treated like any other item.  The {{c|Wizard}}, however, treats all glyphs as small items.  Glyphs are each worth 100 conversion points, which will grant you a special bonus by destroying them.  The result of the conversion is based on their [[race]].&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.  Note that the {{c|Wizard}} and {{c|Berserker}} classes respectively get a 1 point discount and 2 point penalty to mana costs for their glyphs.  As well, {{g|Mystera Annur}} has a boon which will change the cost of various glyphs, raising the cost of some and reducing the cost of others.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!width=7% | Glyph&lt;br /&gt;
!width=15% | Transcription&lt;br /&gt;
!width=3% | Cost (Mana)&lt;br /&gt;
!width=75% | Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{s|APHEELSIK}}&lt;br /&gt;
|Poison - &amp;quot;I feel sick&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Cast to inflict 1 stack of poison per level on a monster. Each stack of poison prevents 10 HP regen. May be applied multiple times or to multiple monsters.&lt;br /&gt;
* Unlocked when you unlock the {{c|Assassin}} class&lt;br /&gt;
|-&lt;br /&gt;
|{{s|BLUDTUPOWA}}&lt;br /&gt;
|Blood Magic - &amp;quot;Blood to power&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|Activate to lose 3 health per level and reveal 3 nearby shrouded tiles. Gain 1 mana per tile revealed.&lt;br /&gt;
* Unlocked when you unlock the {{c|Bloodmage}} class&lt;br /&gt;
|-&lt;br /&gt;
|{{s|BURNDAYRAZ}}&lt;br /&gt;
|Fireball - &amp;quot;Burn their ass&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level, and applying 1 stack of {{t|Burning}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|BYSSEPS}}&lt;br /&gt;
|Power Strike - &amp;quot;Biceps&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|The player gains {{t|Might}}, granting +30% damage bonus for their next physical attack, and causes the victim of that attack to lose 3% of physical and magic resistance.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|CYDSTEPP}}&lt;br /&gt;
|Protection from Death - &amp;quot;Sidestep&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|The player receives {{t|Death Protection}}, and any fatal attack will reduce you to 1 HP instead. Can only be used when above half health, unless you are a Warlord. Can only have one layer of Death Protection at a time.&lt;br /&gt;
* Unlocked when you unlock the {{c|Warlord}} class.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|ENDISWAL}}&lt;br /&gt;
|Wall destruction - &amp;quot;End this wall&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Destroys a section of wall and grants temporary 20% physical resist against the next attack. This stacks up to your maximum resistance value if used repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|GETINDARE}}&lt;br /&gt;
|First Strike - &amp;quot;Get in there&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Player gets {{t|First Strike}} status for their next physical attack and a stacking, temporary 5% {{t|Dodge}}. Dodge is removed when you successfully dodge an attack.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|HALPMEH}}&lt;br /&gt;
|Heal - &amp;quot;Help me&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Restores 4 points of health per player (5 points per level for Paladins) level and cures {{t|Poisoned}} status.&lt;br /&gt;
* Unlocked when you unlock the {{c|Paladin}} class.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|IMAWAL}}&lt;br /&gt;
|Flesh to Stone - &amp;quot;I'm a wall&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Transforms the target into a section of wall, and grants {{t|Experience Boost}} on your next experience kill (bonus XP is also multiplied).  No experience is granted for the target of the petrification unless they are slowed (in which case you will receive 1 XP).  Plants (presuming they are not magic immune) and no-XP monsters are valid targets and you still get the +50% XP bonus. May be cast on a monster-less space to create a wall for 3 mana (does not grant XP bonus).&lt;br /&gt;
|-&lt;br /&gt;
|{{s|LEMMISI}}&lt;br /&gt;
|Clairvoyance - &amp;quot;Let me see&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|Fully reveals 3 random unexplored tiles. Is more likely to reveal tiles that contain monsters, powerups, shops, or glyphs than empty tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|PISORF}}&lt;br /&gt;
|Knockback Monster - &amp;quot;Piss off&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |4&lt;br /&gt;
|Pushes the monster away. If monster is pushed into a wall, deals 60% of your base physical damage and destroys the wall. If monster collides with another monster, deals 50% of base damage to both.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|WEYTWUT}}&lt;br /&gt;
|Self-Monster Swap - &amp;quot;Wait what?&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |8&lt;br /&gt;
|Swaps the player's position with the target monster and slows it. {{t|Slowed}} monsters lose many special abilities (including First Strike, Counters Fireball, and Cowardly) and also grant 1 extra bonus XP if slain while slowed. Slowed only expires when the monster is attacked, and you can have as many monsters slowed at a time as you like.&lt;br /&gt;
|-&lt;br /&gt;
|{{s|WONAFYT}}&lt;br /&gt;
|Summon Monster - &amp;quot;Wanna fight&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Teleports a random monster of the player's level or lower to a random empty tile next to the player (cardinal directions always first) and slows it. Fails if no such monster exists. Prioritizes unslowed-same level-non magic resistant monsters (then us-nmr, us-sl, us, sl, nmr and finally slower-magic resistant-lower level)  .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56433</id>
		<title>Triple Quests</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&amp;diff=56433"/>
				<updated>2017-04-04T07:50:23Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.&lt;br /&gt;
&lt;br /&gt;
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).&lt;br /&gt;
&lt;br /&gt;
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).&lt;br /&gt;
&lt;br /&gt;
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:&lt;br /&gt;
&lt;br /&gt;
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).&lt;br /&gt;
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.&lt;br /&gt;
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.&lt;br /&gt;
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.&lt;br /&gt;
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.&lt;br /&gt;
&lt;br /&gt;
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 1 - The Spider Script =&lt;br /&gt;
&lt;br /&gt;
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Northern Desert ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The scoundrel known only as &amp;quot;Junesbury&amp;quot; always took a special interest in arcane mysteries and historical artifacts.  For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council.  The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''&lt;br /&gt;
&lt;br /&gt;
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Junesbury, the {{HuTh}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The &amp;quot;boss&amp;quot; of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss of the dungeon has two forms.&lt;br /&gt;
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.&lt;br /&gt;
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!&lt;br /&gt;
&lt;br /&gt;
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.&lt;br /&gt;
&lt;br /&gt;
Do consider that the resources you bring into Scenarios 2 &amp;amp; 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Havendale Bridge ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden.  Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference.  Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''&lt;br /&gt;
&lt;br /&gt;
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kel Yi, the {{ElFi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the &amp;quot;Forlorn&amp;quot;). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.&lt;br /&gt;
&lt;br /&gt;
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.&lt;br /&gt;
&lt;br /&gt;
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.&lt;br /&gt;
&lt;br /&gt;
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Magma Mines ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest1_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly.  An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''&lt;br /&gt;
&lt;br /&gt;
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Granite Wizard the {{DwWi}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Mance. He has two forms:&lt;br /&gt;
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);&lt;br /&gt;
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:&lt;br /&gt;
** &amp;lt;2000 Health: Binlor Ironshield (resist wipe);&lt;br /&gt;
** &amp;lt;1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 &amp;amp; Mana to 0);&lt;br /&gt;
** &amp;lt;500 HP Earthmother (Corrosion x10, petrify all creatures including plants);&lt;br /&gt;
** &amp;lt;250 Glowing Guardian (inventory wipe)&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.&lt;br /&gt;
&lt;br /&gt;
''Would the Kingdom's Authorities believe this story?  Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead.  Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power?  Or was it just luck that saved our hero?  This situation leaves the Kingdom with many warnings and few answers.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 2 - The Monster Machine =&lt;br /&gt;
&lt;br /&gt;
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Southern Swamp ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom.  In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands.  An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for.  Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Acco Lite the {{HuMo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.&lt;br /&gt;
Each monster killed will drop a random item from the following list:&lt;br /&gt;
* {{i|Wisp Gem}} (small item, +5% damage)&lt;br /&gt;
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)&lt;br /&gt;
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)&lt;br /&gt;
* {{i|Charm}} (small item, +1 Damage, +1 Health)&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.&lt;br /&gt;
&lt;br /&gt;
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.&lt;br /&gt;
&lt;br /&gt;
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.&lt;br /&gt;
&lt;br /&gt;
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.&lt;br /&gt;
&lt;br /&gt;
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.&lt;br /&gt;
&lt;br /&gt;
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.&lt;br /&gt;
&lt;br /&gt;
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.&lt;br /&gt;
&lt;br /&gt;
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Hexx Ruins ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Nobody knows what eventually became of the Monk known as Acco Lite.  The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical.  Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands.  Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening.  As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Harm Sway the {{GnBe}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:&lt;br /&gt;
* {{t|Curse Bearer}}&lt;br /&gt;
* {{t|Poisonous}}&lt;br /&gt;
* {{t|Mana Burn}}&lt;br /&gt;
&lt;br /&gt;
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).&lt;br /&gt;
&lt;br /&gt;
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.&lt;br /&gt;
&lt;br /&gt;
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.&lt;br /&gt;
&lt;br /&gt;
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).&lt;br /&gt;
&lt;br /&gt;
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries.  A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions.  This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper?  It was time for Harm to make a rare trip back to civilisation.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Halls of Steel ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest2_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Clokun wasn't sure why, but this place was unusually warm.  Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal.  Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East.  The offered &amp;quot;payment&amp;quot; consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it.  After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Clokun Dagger the {{HaRo}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.&lt;br /&gt;
&lt;br /&gt;
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called &amp;quot;Goleministrator&amp;quot;, he will ask you: &amp;quot;DUNGEON -&amp;gt; REPOPULATE ?&amp;quot;. Choosing &amp;quot;Yes&amp;quot; will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.&lt;br /&gt;
&lt;br /&gt;
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all?  The answers to these questions would, sadly, have to wait. Clokun needed to survive.''&lt;br /&gt;
&lt;br /&gt;
= Triple Quest 3 - The Portal Perilous =&lt;br /&gt;
&lt;br /&gt;
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - Western Jungle ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario1.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic.  Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide.  It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Malamort Crumpet, the {{OrBl}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.&lt;br /&gt;
&lt;br /&gt;
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.&lt;br /&gt;
&lt;br /&gt;
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:&lt;br /&gt;
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;&lt;br /&gt;
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;&lt;br /&gt;
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.&lt;br /&gt;
&lt;br /&gt;
As far as other preparations go, some of the best picks are probably:&lt;br /&gt;
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.&lt;br /&gt;
* Fewer Glyphs makes it more difficult to get some of the &amp;quot;good&amp;quot; glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.&lt;br /&gt;
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.&lt;br /&gt;
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.&lt;br /&gt;
* Black Market gives a benefit that can be carried over to the subsequent stages.&lt;br /&gt;
&lt;br /&gt;
In any case, you will want to have, at minimum, the following resources when you leave the stage:&lt;br /&gt;
* BURNDAYRAZ (you need it for stage 2)&lt;br /&gt;
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)&lt;br /&gt;
* 4 Health Potions (you need it for stage 3)&lt;br /&gt;
* item(s) giving you minimum 15% physical resist (you need it for stage 3)&lt;br /&gt;
&lt;br /&gt;
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap.  Surely.  Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Shifting Passages ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario2.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''At long last, the Kingdom is taking formal action in the conflict.  Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point.  Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed.  There was much trepidation in this mission. Discoveries of mysterious &amp;quot;monster factories&amp;quot; in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire?  Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Warhamma Gobbo, the {{GoWa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Djinn}}, {{m|Dragonspawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling_(Monster)}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
The bosses are each alteregos of the character:&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).&lt;br /&gt;
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).&lt;br /&gt;
&lt;br /&gt;
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.&lt;br /&gt;
&lt;br /&gt;
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).&lt;br /&gt;
&lt;br /&gt;
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).&lt;br /&gt;
&lt;br /&gt;
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.&lt;br /&gt;
&lt;br /&gt;
You want to leave this stage with the following:&lt;br /&gt;
* Items giving you at least 30% physical resist&lt;br /&gt;
* 4+ Health Potions&lt;br /&gt;
&lt;br /&gt;
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:&lt;br /&gt;
* Mana and/or Schadenfreude potions&lt;br /&gt;
* 1 Burn Salve&lt;br /&gt;
* Dragon Soul&lt;br /&gt;
* Soul Orb&lt;br /&gt;
* +Damage item(s) like Skullpicker&lt;br /&gt;
* If you don't have very high resists, keep the CYDSTEPP glyph&lt;br /&gt;
&lt;br /&gt;
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good.  Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Demonic Library ==&lt;br /&gt;
&lt;br /&gt;
[[File:TripleQuest3_Scenario3.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic.  As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant.  Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation.  Her pride, on the other hand, was beyond salvaging. At least until now.  Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''&lt;br /&gt;
&lt;br /&gt;
==== Player Character ====&lt;br /&gt;
&lt;br /&gt;
Kim Royce, the {{HuPa}}&lt;br /&gt;
&lt;br /&gt;
==== Preparations / Resources ====&lt;br /&gt;
&lt;br /&gt;
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
==== Boss ====&lt;br /&gt;
&lt;br /&gt;
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.&lt;br /&gt;
&lt;br /&gt;
The mini-bosses are each called &amp;quot;The Avatar&amp;quot;, and have 2 forms each:&lt;br /&gt;
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)&lt;br /&gt;
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)&lt;br /&gt;
&lt;br /&gt;
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.&lt;br /&gt;
&lt;br /&gt;
When you kill one of The Avatars, 10 random &amp;quot;Kingdom Pawn&amp;quot;s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:&lt;br /&gt;
* {{i|Bargain Pendant}}&lt;br /&gt;
* {{i|Compression Seal}}&lt;br /&gt;
* {{i|Spoon}}&lt;br /&gt;
&lt;br /&gt;
Also, killing all but the last one of The Avatars will give you 100 Piety.&lt;br /&gt;
&lt;br /&gt;
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.&lt;br /&gt;
&lt;br /&gt;
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).&lt;br /&gt;
&lt;br /&gt;
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.&lt;br /&gt;
&lt;br /&gt;
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.&lt;br /&gt;
&lt;br /&gt;
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.&lt;br /&gt;
&lt;br /&gt;
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.&lt;br /&gt;
&lt;br /&gt;
Good luck! :) Winning this stage will earn you an audience with someone cute!&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=56432</id>
		<title>Goatperson</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=56432"/>
				<updated>2017-04-01T13:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* {{a|PROTOTYPE}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Goatperson&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;SCAPEGOAT: Randomly worships a new god per level, no conversion or desecration&amp;amp;#10;PROTOTYPE: No restoration effects on level-up, gold instead of trophies&amp;amp;#10;HERBIVORE: Eats food while exploring. Killing enemies yields more food&amp;amp;#10;&amp;amp;#10;Goatpeople gain Full HP and MP for every 100 (+10 stacking) Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|SCAPEGOAT}}: Randomly worships a new god per level, no conversion or desecration&lt;br /&gt;
;{{a|PROTOTYPE}}: No restoration effects on level-up, [[gold]] instead of trophies&lt;br /&gt;
;{{a|HERBIVORE}}: Eats food while exploring. Killing enemies yields more food&lt;br /&gt;
|Conversion=Refills HP and MP for 100 (+10 cumulative) CP&lt;br /&gt;
|ConversionCost=100 (+10)&lt;br /&gt;
|ConversionEffect=Refills HP and MP&lt;br /&gt;
|Unlock=Find at least 6 [[gods]] (enough that two altars will spawn in dungeons), and pay {{gold|3000}} at the [[Goat Glade]].&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The accurate and persistent balancing of this class isn’t guaranteed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Goatperson is the secret monster class, acquired by unlocking the [[Goat Glade]] (available to early supporters or as DLC on Steam). It is a dangerously experimental class, based on short-term and sometimes ''extremely'' short-term decisions.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== {{a|SCAPEGOAT}} ===&lt;br /&gt;
&lt;br /&gt;
The Goatperson will randomly worship a new god out of the 3 that have altars in the dungeon (or 2, if you haven't unlocked enough gods yet) upon level up. The no-desecration aspect is simply done so that you can't escape this change by destroying the other altars. This trait is designed to severely limit the strategies that one can implement, as it is impossible to be sure when you will be forced to worship one god instead of another. The Goatperson will always change to a different deity on each level-up, and will never remain with the same deity.&lt;br /&gt;
&lt;br /&gt;
=== {{a|PROTOTYPE}} ===&lt;br /&gt;
&lt;br /&gt;
The fact that the Goatperson does not heal upon level up completely torpedoes mid-fight level-up strategies, and makes progression much, much more difficult. While you can still heal mid-fight by converting, the increasing conversion cost makes this rather costly, and severely limits supply. The exploration phase is also much more difficult, because you cannot rely on leveling up to heal you. Therefore, the ''only'' ways for your character to heal at all are by exploring (which is limited by your food supply, which is only replenished by killing monsters), using glyphs, converting items, using potions, and taking god boons. All of these are in limited supply. Exploring becomes extremely conservative, as you will be forced to heal every wound by using consumables. By the time you reach the boss, it's likely that you won't have any way left to heal yourself.&lt;br /&gt;
&lt;br /&gt;
{{t|Poisoned}} and {{t|Mana Burn}} are far more dangerous afflictions to the Goatperson than to usual classes, since he does not recover from them when he levels up!&lt;br /&gt;
&lt;br /&gt;
The last feature (gold instead of boss trophies) merely ensures that you cannot use the Goatperson for quest progression. For a trophy that would give 230gold at the taxidermist you get 230 on the spot, meaning that you can not use Bet On Boss(confirm?), trophies do not reduce in price, and 2 bosses means 25 gold for first boss and 230 (or whatever taxidermist says) for the second. If so, this could be useful, as it would allow one to get around that fact that a trophy's price drops the more that you collect that particular trophy.  Don't forget to buy any items you want to locker on the way out.  Most notably, {{i|Amulet of Yendor}} and {{i|Orb of Zot}} are highly expensive and consumable, making each of them a very lucky find if you were looking to locker it.&lt;br /&gt;
&lt;br /&gt;
=== {{a|HERBIVORE}} ===&lt;br /&gt;
&lt;br /&gt;
Exploring a tile costs food, which takes up a small inventory space for your whole supply. Killing an enemy gives 9 food, and, more to the point, exploring without food damages you until you GET FOOD or DIE. Each tile uncovered will deplete 1 food. As you might be able to tell, this adds up ''really quick''. This obviously is meant to limit exploration, as no food is consumed by going back over uncovered tiles.  &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Simply put, this class was carefully balanced to stack the deck against the player as much as physically possible without making it completely impossible to win. This is a challenge class. If you can beat a dungeon with this class, then you're either inordinately lucky or an absolute master at this game.&lt;br /&gt;
&lt;br /&gt;
The food system turns the conventional wisdom about popcorn on its head.  Very often, you will have to burn through popcorn just to stay fed.  You may also choose to kill popcorn enemies to please your current god, or to avoid angering another god.  Only with exceptional luck will you be able to save popcorn to the extent that most other classes get to take for granted.  However, where other classes get level-up heals, a Goatperson instead refills from hitting conversion point thresholds.  This greatly lessens the damage done by having a half-empty popcorn bowl in the late game.  It is still good to leave some popcorn when you can, however.  By killing popcorn early, you reduce the total amount of bonus experience gained from mid-level monsters, and therefore it becomes harder to reach high levels.&lt;br /&gt;
&lt;br /&gt;
The closest thing to the Goatperson conversion bonus is the bonus for {{r|Goblin}}s.  Because the Goatperson refill does not depend on experience points, it is easier to hit a refill spike, compared to the Goblin who often needs popcorn to make up an experience gap, especially at high levels.&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
&lt;br /&gt;
Goatperson has a hard time surviving to the late game due to starvation and due to how his bonuses cost CP or piety.  While leveraging piety in the late game affords him some flexibility, his early game is so fragile that your preparations should be at least moderately front-loaded.&lt;br /&gt;
&lt;br /&gt;
Preparing the fireball magnet to begin with {{s|BURNDAYRAZ}} is highly recommended.  You might also prepare {{i|Elven Boots}} and Smuggler's Den.  By having an enlarged mana pool, a {{s|BURNDAYRAZ}} glyph, and quick access to level 1 monsters, you can be sure to hit the ground running, greatly reducing the very real danger of starving.  Another great thing about {{i|Elven Boots}} is that it continues to be a strong item in the late game, and it synergizes with all the refills you'll be getting from your conversion points.&lt;br /&gt;
&lt;br /&gt;
Items that can be used as general-purpose &amp;quot;get out of jail free&amp;quot; cards (such as {{i|Namtar's Ward}}, which grants you an emergency death protection each level) are exceptionally good preparation choices as well.  A Goatperson who likes variety can get a lot of mileage out of preparing a fourth altar, though a safe piety farm like {{g|Mystera Annur}} might be more palatable to a more conservative play style.  Due to his vulnerability to afflictions, the Goatperson should ''never'' prepare {{i|Patches the Teddy}}. The {{i|Slayer Wand}} is a reliable last resort to gain a little food when stuck with only too-high level monsters, and is probably the best Blacksmith preparation for most dungeons. While you can prepare a specific Altar, and it will normally spawn closer to you, there is no guarantee that you will actually worship that deity.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Leveraging the goat's conversion bonus is a sensitive matter of timing.  Since every glyph conversion will grant a full refill (or at least come close), you will have to think twice before picking them up or converting them.  Only {{s|BURNDAYRAZ}} should be picked up every time.  Other glyphs can often be left on the ground as insurance.  In particular, {{s|LEMMISI}} can't just be spammed and then converted.  If you find it early, you might want to cast it occasionally when you need to heal, but if you find it when you already know the map layout, you probably should leave it on the ground.  {{s|APHEELSIK}} should probably be left on the ground most of the time, but it might actually be useful if you hit a food surplus at some point.  It is weak overall and highly situational.&lt;br /&gt;
&lt;br /&gt;
The {{s|BLUDTUPOWA}} glyph is an excellent early find for the Goatperson.  Because it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost.  If used repeatedly over the course of the dungeon, the Goatperson can save up enough food that he doesn't need to worry about his exploration limitations anymore.  If enough food is saved, he can even convert some in the end-game for extra heals.  Be mindful that the Glowing Guardian does not like this glyph.&lt;br /&gt;
&lt;br /&gt;
{{s|GETINDARE}} is fairly strong at any time, but needs a little damage to back it up.  Any time you would normally need to eat potions or conversions, there is a chance that the stacking dodge chance will save you valuable resources.&lt;br /&gt;
&lt;br /&gt;
{{s|WONAFYT}} is a nice safety glyph that will keep you from starving.  If your food is low, it can be a life-saver.  You will want to create a good opportunity to convert it for a refill in the mid-game, though.&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} is great for multiple boss fights.  Because a Goatperson can convert glyphs for several refills over the course of a fight, it can pay off quite well if the bosses can be lined up without too much trouble.  This can also be combined with {{s|WEYTWUT}} glyph, which by itself can be used to get past a nasty obstacle, but can be left on the ground as insurance otherwise.&lt;br /&gt;
&lt;br /&gt;
== Deity Guide ==&lt;br /&gt;
&lt;br /&gt;
'''{{g|Glowing Guardian}}'''&lt;br /&gt;
The Glowing Guardian is an above-average draw for the Goatperson.  Most of his piety comes from persistent worship, which is not possible due to the forced conversion on every level-up.  {{boon|Humility}} will reduce your health regeneration and fireball damage, which is dangerous for this character.  However, {{boon|Cleansing}} helps alleviate the Goatperson's weakness to afflictions, and the Goatperson is free to drink potions whenever he &amp;quot;bounces&amp;quot; out of this religion which allows him to avoid the primary downsides of Glowing Guardian Worship.  Converting food is an effective way of earning piety with the Glowing Guardian.  Due to his dislike of poison and lifesteal, it is important to be mindful of which boons you select from Dracul or Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Tikki Tooki}}'''&lt;br /&gt;
Potentially game-ending if you are assigned to him at the 1st level.  It is very difficult to earn piety with Tikki Tooki as a 1st level character, and his punishment must be avoided at all costs.  However, for a higher-level Goatperson he is an excellent source of piety, and his {{boon|Dodging}} and {{boon|Tikki's Edge}} boons offer superb long-term value. Be mindful not to pick the {{boon|Poison}} if the Glowing Guardian is present.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Taurog}}'''&lt;br /&gt;
Similar to Tikki Tooki, this god can be problematic if you are assigned at the 1st level.  Because the Goatperson is often reliant on his fireball glyph for his first kill (particularly if boxed in on a hard or higher difficulty scenario) this can immediately invoke Taurog's punishment, which can be game-ending.  However, Taurog is otherwise an invaluable source of piety to fuel your other deities.  If you have either Dracul or Pactmaker in addition to Taurog, stacking resistances can be a very effective approach.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Earthmother}}'''&lt;br /&gt;
A mediocre draw for the Goatperson.  Because you will not receive the free {{s|IMAWAL}} glyph on worship, earning piety with her is far more difficult than usual.  You will need to rely on other deities to fuel her, or use {{boon|Plantation}}. Because of her limited piety generation with the {{c|Goatperson}}, {{boon|Vine Form}} and {{boon|Greenblood}} have less value than usual, but {{boon|Plantation}}, {{boon|Clearance}}, and {{boon|Entanglement}} remain top-notch boons.  It's also easier than normal to clear out plants, as you get free conversions out of her religion at regular intervals.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Mystera Annur}}'''&lt;br /&gt;
Mystera is a variable deity for the Goatperson.  Fully utilising her can require some forethought and a bit of luck.  To take advantage of {{boon|Refreshment}}, you need to make sure you don't hit the conversion threshold when you convert a glyph, as otherwise her 50% mana restore is wasted when your 100% health and mana restore kick in.  This means you should trigger your first conversion with items, then ensure that every time you convert a glyph subsequently it doesn't take you over the next conversion threshold.  For full effect you must be worshiping Mystera when you convert your glyphs, but since the Goatperson cannot control his deity selection the power of {{boon|Refreshment}} could be halved at not fault of your own.  Given that setting up mid-battle level-ups are not a favorable approach for the Goatperson, this can make it a gamble as to whether you will land on Mystera for key boss fights or not.&lt;br /&gt;
&lt;br /&gt;
On the piety front, Mystera is a double-edged sword.  If you're well-stocked with food she's remarkably easy to generate piety with and can be used to fuel boons from deities better suited to the Goatperson.  However, if you're low on food you may often be forced to kill magic-user monsters that you might otherwise have avoided.  She can heavily tax your piety in such situations.  As a result, it's a very good idea to remove magic damage monsters from the field between level-ups.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Binlor Ironshield}}'''&lt;br /&gt;
Similar to Earthmother, you do not receive the free {{s|PISORF}} glyph as a Goatperson.  This makes earning piety with Binlor somewhat difficult if you don't have the right equipment.  However, if you can accrue {{piety|35}} with another deity you can purchase {{boon|Stone Soup}} to get a free {{s|ENDISWAL}} glyph.  Because the Goatperson can purchase boons between three deities, he will rarely run into the issue of depleting all the walls on the level.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Jehora Jeheyu}}'''&lt;br /&gt;
A very dangerous, but potentially rewarding, draw for the Goatperson.  The vulnerability to mana burn and poison mean getting the {{boon|Petition}} boon ''immediately'' is a top priority, and his inability to desecrate other altars can make this difficult if you get stuck with Jehora at LV1.  If you are transferred to his religion with {{piety|50+}}, however, picking up {{boon|Petition}} is easy and you can completely skip over his normal limits.  Jehora's boons are quite powerful for the Goatperson.  Note that {{boon|Chaos Avatar}} will not automatically heal the Goatperson when used, but since it grants 100 conversion points it will often trigger the Goatperson's conversion bonus; however, it will cause you to convert due to the level-up.  Converting food is a superb way to earn piety with Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Dracul}}'''&lt;br /&gt;
By far the most powerful deity for the Goatperson, all of Dracul's boons are exceptionally useful for him.  Because the Goatperson has no inherent resistances, {{boon|Blood Hunger}}'s penalty is meaningless to him.  His focus on end-game spiking makes {{boon|Blood Tithe}} and {{boon|Blood Swell}} incredibly worthwhile.  When combined with other resistance-granting deities, {{boon|Blood Shield}} is incredibly potent.  When using Dracul's boons, be mindful of potential conflict with the {{g|The Earthmother}} and {{g|Glowing Guardian}}, both of which dislike {{t|Life steal}}.  You should avoid {{boon|Blood Hunger}} if those deities are present. {{g|The Earthmother}} does not have a problem with {{boon|Blood Tithe}}, but the {{g|Glowing Guardian}} does.  This doesn't preclude you from picking the boon, but you must make sure not to tread on the bloodstains when under his religion.  Make sure you drink your healing potions and slay any undead when you are worshiping a different deity.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Pactmaker}}'''&lt;br /&gt;
Another deceptively great find for the Goatperson.  You cannot actually &amp;quot;worship&amp;quot; the Pactmaker, but some of his pacts are extremely useful.  The {{boon|Body Pact}} works quite well when combined with other resistance-granting deities, but the real secret is the {{boon|Scholar's Pact}}.  This cancels out the normal Goatperson penalty that prevents him from healing on level-up, allowing him to gain far more value from this pact than other classes would normally.  This is well worth {{piety|10}} on each level-up.&lt;br /&gt;
&lt;br /&gt;
==== Deity Interactions ====&lt;br /&gt;
&lt;br /&gt;
Being able to tap into several dieties during a single run may be a huge blessing in disguise. For example, you can cast spells while worshipping {{g|Mystera Annur}}, level up with an empty Mana bar, then kill off the low-level magic-using monsters worshiping {{g|Taurog}}. You can slow low-level monsters worshipping {{g|Jehora Jeheyu}}, killing a couple of higher-level foes to level up, then switch to {{g|Tikki Tooki}} and kill off the slowed low-level monsters. You can build walls worshiping {{g|Mystera Annur}}, then destroy them after switching to {{g|Binlor Ironshield}}. You can fight the boss, using up your potions, then level up and switch to {{g|Glowing Guardian}} and convert stuff to gain restorations and piety that can fuel Protection.  However, the Goatperson's food requirement and lack of control over conversion means that he's often forced into making unfavorable plays.  Being able to handle bad situations is just as important as being able to leverage good ones.&lt;br /&gt;
&lt;br /&gt;
If The Pactmaker is one of your three altars, then you will have certainty on your level-up conversion. If The Pactmaker is not present, or you prepared Extra Altar, the conversion will be less predictable, so it may be that one particular Deity almost never comes up. This requires a bit of thought about what a potential conversion would do, and may make you play more conservatively.&lt;br /&gt;
&lt;br /&gt;
As you cannot desecrate, you have no access to Indulgences or the quick Piety gain. However, as you should be able to avoid most Deity punishments thanks to the conversions, and you do not lose Piety for converting, you should be able to come out even ahead versus other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=56430</id>
		<title>Goatperson</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&amp;diff=56430"/>
				<updated>2017-03-30T11:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* {{a|PROTOTYPE}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Goatperson&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;SCAPEGOAT: Randomly worships a new god per level, no conversion or desecration&amp;amp;#10;PROTOTYPE: No restoration effects on level-up, gold instead of trophies&amp;amp;#10;HERBIVORE: Eats food while exploring. Killing enemies yields more food&amp;amp;#10;&amp;amp;#10;Goatpeople gain Full HP and MP for every 100 (+10 stacking) Conversion Points&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|SCAPEGOAT}}: Randomly worships a new god per level, no conversion or desecration&lt;br /&gt;
;{{a|PROTOTYPE}}: No restoration effects on level-up, [[gold]] instead of trophies&lt;br /&gt;
;{{a|HERBIVORE}}: Eats food while exploring. Killing enemies yields more food&lt;br /&gt;
|Conversion=Refills HP and MP for 100 (+10 cumulative) CP&lt;br /&gt;
|ConversionCost=100 (+10)&lt;br /&gt;
|ConversionEffect=Refills HP and MP&lt;br /&gt;
|Unlock=Find at least 6 [[gods]] (enough that two altars will spawn in dungeons), and pay {{gold|3000}} at the [[Goat Glade]].&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The accurate and persistent balancing of this class isn’t guaranteed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Goatperson is the secret monster class, acquired by unlocking the [[Goat Glade]] (available to early supporters or as DLC on Steam). It is a dangerously experimental class, based on short-term and sometimes ''extremely'' short-term decisions.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== {{a|SCAPEGOAT}} ===&lt;br /&gt;
&lt;br /&gt;
The Goatperson will randomly worship a new god out of the 3 that have altars in the dungeon (or 2, if you haven't unlocked enough gods yet) upon level up. The no-desecration aspect is simply done so that you can't escape this change by destroying the other altars. This trait is designed to severely limit the strategies that one can implement, as it is impossible to be sure when you will be forced to worship one god instead of another. The Goatperson will always change to a different deity on each level-up, and will never remain with the same deity.&lt;br /&gt;
&lt;br /&gt;
=== {{a|PROTOTYPE}} ===&lt;br /&gt;
&lt;br /&gt;
The fact that the Goatperson does not heal upon level up completely torpedoes mid-fight level-up strategies, and makes progression much, much more difficult. While you can still heal mid-fight by converting, the increasing conversion cost makes this rather costly, and severely limits supply. The exploration phase is also much more difficult, because you cannot rely on leveling up to heal you. Therefore, the ''only'' ways for your character to heal at all are by exploring (which is limited by your food supply, which is only replenished by killing monsters), using glyphs, converting items, using potions, and taking god boons. All of these are in limited supply. Exploring becomes extremely conservative, as you will be forced to heal every wound by using consumables. By the time you reach the boss, it's likely that you won't have any way left to heal yourself.&lt;br /&gt;
&lt;br /&gt;
{{t|Poisoned}} and {{t|Mana Burn}} are far more dangerous afflictions to the Goatperson than to usual classes, since he does not recover from them when he levels up!&lt;br /&gt;
&lt;br /&gt;
The last feature (gold instead of boss trophies) merely ensures that you cannot use the Goatperson for quest progression. For a trophy that would give 230gold at the taxidermist you get 230 on the spot, meaning that you can not use Bet On Boss, trophies do not reduce in price, and 2 bosses means double loot. If so, this could be useful, as it would allow one to get around that fact that a trophy's price drops the more that you collect that particular trophy.  Don't forget to buy any items you want to locker on the way out.  Most notably, {{i|Amulet of Yendor}} and {{i|Orb of Zot}} are highly expensive and consumable, making each of them a very lucky find if you were looking to locker it.&lt;br /&gt;
&lt;br /&gt;
=== {{a|HERBIVORE}} ===&lt;br /&gt;
&lt;br /&gt;
Exploring a tile costs food, which takes up a small inventory space for your whole supply. Killing an enemy gives 9 food, and, more to the point, exploring without food damages you until you GET FOOD or DIE. Each tile uncovered will deplete 1 food. As you might be able to tell, this adds up ''really quick''. This obviously is meant to limit exploration, as no food is consumed by going back over uncovered tiles.  &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Simply put, this class was carefully balanced to stack the deck against the player as much as physically possible without making it completely impossible to win. This is a challenge class. If you can beat a dungeon with this class, then you're either inordinately lucky or an absolute master at this game.&lt;br /&gt;
&lt;br /&gt;
The food system turns the conventional wisdom about popcorn on its head.  Very often, you will have to burn through popcorn just to stay fed.  You may also choose to kill popcorn enemies to please your current god, or to avoid angering another god.  Only with exceptional luck will you be able to save popcorn to the extent that most other classes get to take for granted.  However, where other classes get level-up heals, a Goatperson instead refills from hitting conversion point thresholds.  This greatly lessens the damage done by having a half-empty popcorn bowl in the late game.  It is still good to leave some popcorn when you can, however.  By killing popcorn early, you reduce the total amount of bonus experience gained from mid-level monsters, and therefore it becomes harder to reach high levels.&lt;br /&gt;
&lt;br /&gt;
The closest thing to the Goatperson conversion bonus is the bonus for {{r|Goblin}}s.  Because the Goatperson refill does not depend on experience points, it is easier to hit a refill spike, compared to the Goblin who often needs popcorn to make up an experience gap, especially at high levels.&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
&lt;br /&gt;
Goatperson has a hard time surviving to the late game due to starvation and due to how his bonuses cost CP or piety.  While leveraging piety in the late game affords him some flexibility, his early game is so fragile that your preparations should be at least moderately front-loaded.&lt;br /&gt;
&lt;br /&gt;
Preparing the fireball magnet to begin with {{s|BURNDAYRAZ}} is highly recommended.  You might also prepare {{i|Elven Boots}} and Smuggler's Den.  By having an enlarged mana pool, a {{s|BURNDAYRAZ}} glyph, and quick access to level 1 monsters, you can be sure to hit the ground running, greatly reducing the very real danger of starving.  Another great thing about {{i|Elven Boots}} is that it continues to be a strong item in the late game, and it synergizes with all the refills you'll be getting from your conversion points.&lt;br /&gt;
&lt;br /&gt;
Items that can be used as general-purpose &amp;quot;get out of jail free&amp;quot; cards (such as {{i|Namtar's Ward}}, which grants you an emergency death protection each level) are exceptionally good preparation choices as well.  A Goatperson who likes variety can get a lot of mileage out of preparing a fourth altar, though a safe piety farm like {{g|Mystera Annur}} might be more palatable to a more conservative play style.  Due to his vulnerability to afflictions, the Goatperson should ''never'' prepare {{i|Patches the Teddy}}. The {{i|Slayer Wand}} is a reliable last resort to gain a little food when stuck with only too-high level monsters, and is probably the best Blacksmith preparation for most dungeons. While you can prepare a specific Altar, and it will normally spawn closer to you, there is no guarantee that you will actually worship that deity.&lt;br /&gt;
&lt;br /&gt;
== Glyphs ==&lt;br /&gt;
&lt;br /&gt;
Leveraging the goat's conversion bonus is a sensitive matter of timing.  Since every glyph conversion will grant a full refill (or at least come close), you will have to think twice before picking them up or converting them.  Only {{s|BURNDAYRAZ}} should be picked up every time.  Other glyphs can often be left on the ground as insurance.  In particular, {{s|LEMMISI}} can't just be spammed and then converted.  If you find it early, you might want to cast it occasionally when you need to heal, but if you find it when you already know the map layout, you probably should leave it on the ground.  {{s|APHEELSIK}} should probably be left on the ground most of the time, but it might actually be useful if you hit a food surplus at some point.  It is weak overall and highly situational.&lt;br /&gt;
&lt;br /&gt;
The {{s|BLUDTUPOWA}} glyph is an excellent early find for the Goatperson.  Because it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost.  If used repeatedly over the course of the dungeon, the Goatperson can save up enough food that he doesn't need to worry about his exploration limitations anymore.  If enough food is saved, he can even convert some in the end-game for extra heals.  Be mindful that the Glowing Guardian does not like this glyph.&lt;br /&gt;
&lt;br /&gt;
{{s|GETINDARE}} is fairly strong at any time, but needs a little damage to back it up.  Any time you would normally need to eat potions or conversions, there is a chance that the stacking dodge chance will save you valuable resources.&lt;br /&gt;
&lt;br /&gt;
{{s|WONAFYT}} is a nice safety glyph that will keep you from starving.  If your food is low, it can be a life-saver.  You will want to create a good opportunity to convert it for a refill in the mid-game, though.&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} is great for multiple boss fights.  Because a Goatperson can convert glyphs for several refills over the course of a fight, it can pay off quite well if the bosses can be lined up without too much trouble.  This can also be combined with {{s|WEYTWUT}} glyph, which by itself can be used to get past a nasty obstacle, but can be left on the ground as insurance otherwise.&lt;br /&gt;
&lt;br /&gt;
== Deity Guide ==&lt;br /&gt;
&lt;br /&gt;
'''{{g|Glowing Guardian}}'''&lt;br /&gt;
The Glowing Guardian is an above-average draw for the Goatperson.  Most of his piety comes from persistent worship, which is not possible due to the forced conversion on every level-up.  {{boon|Humility}} will reduce your health regeneration and fireball damage, which is dangerous for this character.  However, {{boon|Cleansing}} helps alleviate the Goatperson's weakness to afflictions, and the Goatperson is free to drink potions whenever he &amp;quot;bounces&amp;quot; out of this religion which allows him to avoid the primary downsides of Glowing Guardian Worship.  Converting food is an effective way of earning piety with the Glowing Guardian.  Due to his dislike of poison and lifesteal, it is important to be mindful of which boons you select from Dracul or Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Tikki Tooki}}'''&lt;br /&gt;
Potentially game-ending if you are assigned to him at the 1st level.  It is very difficult to earn piety with Tikki Tooki as a 1st level character, and his punishment must be avoided at all costs.  However, for a higher-level Goatperson he is an excellent source of piety, and his {{boon|Dodging}} and {{boon|Tikki's Edge}} boons offer superb long-term value. Be mindful not to pick the {{boon|Poison}} if the Glowing Guardian is present.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Taurog}}'''&lt;br /&gt;
Similar to Tikki Tooki, this god can be problematic if you are assigned at the 1st level.  Because the Goatperson is often reliant on his fireball glyph for his first kill (particularly if boxed in on a hard or higher difficulty scenario) this can immediately invoke Taurog's punishment, which can be game-ending.  However, Taurog is otherwise an invaluable source of piety to fuel your other deities.  If you have either Dracul or Pactmaker in addition to Taurog, stacking resistances can be a very effective approach.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Earthmother}}'''&lt;br /&gt;
A mediocre draw for the Goatperson.  Because you will not receive the free {{s|IMAWAL}} glyph on worship, earning piety with her is far more difficult than usual.  You will need to rely on other deities to fuel her, or use {{boon|Plantation}}. Because of her limited piety generation with the {{c|Goatperson}}, {{boon|Vine Form}} and {{boon|Greenblood}} have less value than usual, but {{boon|Plantation}}, {{boon|Clearance}}, and {{boon|Entanglement}} remain top-notch boons.  It's also easier than normal to clear out plants, as you get free conversions out of her religion at regular intervals.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Mystera Annur}}'''&lt;br /&gt;
Mystera is a variable deity for the Goatperson.  Fully utilising her can require some forethought and a bit of luck.  To take advantage of {{boon|Refreshment}}, you need to make sure you don't hit the conversion threshold when you convert a glyph, as otherwise her 50% mana restore is wasted when your 100% health and mana restore kick in.  This means you should trigger your first conversion with items, then ensure that every time you convert a glyph subsequently it doesn't take you over the next conversion threshold.  For full effect you must be worshiping Mystera when you convert your glyphs, but since the Goatperson cannot control his deity selection the power of {{boon|Refreshment}} could be halved at not fault of your own.  Given that setting up mid-battle level-ups are not a favorable approach for the Goatperson, this can make it a gamble as to whether you will land on Mystera for key boss fights or not.&lt;br /&gt;
&lt;br /&gt;
On the piety front, Mystera is a double-edged sword.  If you're well-stocked with food she's remarkably easy to generate piety with and can be used to fuel boons from deities better suited to the Goatperson.  However, if you're low on food you may often be forced to kill magic-user monsters that you might otherwise have avoided.  She can heavily tax your piety in such situations.  As a result, it's a very good idea to remove magic damage monsters from the field between level-ups.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Binlor Ironshield}}'''&lt;br /&gt;
Similar to Earthmother, you do not receive the free {{s|PISORF}} glyph as a Goatperson.  This makes earning piety with Binlor somewhat difficult if you don't have the right equipment.  However, if you can accrue {{piety|35}} with another deity you can purchase {{boon|Stone Soup}} to get a free {{s|ENDISWAL}} glyph.  Because the Goatperson can purchase boons between three deities, he will rarely run into the issue of depleting all the walls on the level.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Jehora Jeheyu}}'''&lt;br /&gt;
A very dangerous, but potentially rewarding, draw for the Goatperson.  The vulnerability to mana burn and poison mean getting the {{boon|Petition}} boon ''immediately'' is a top priority, and his inability to desecrate other altars can make this difficult if you get stuck with Jehora at LV1.  If you are transferred to his religion with {{piety|50+}}, however, picking up {{boon|Petition}} is easy and you can completely skip over his normal limits.  Jehora's boons are quite powerful for the Goatperson.  Note that {{boon|Chaos Avatar}} will not automatically heal the Goatperson when used, but since it grants 100 conversion points it will often trigger the Goatperson's conversion bonus; however, it will cause you to convert due to the level-up.  Converting food is a superb way to earn piety with Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
'''{{g|Dracul}}'''&lt;br /&gt;
By far the most powerful deity for the Goatperson, all of Dracul's boons are exceptionally useful for him.  Because the Goatperson has no inherent resistances, {{boon|Blood Hunger}}'s penalty is meaningless to him.  His focus on end-game spiking makes {{boon|Blood Tithe}} and {{boon|Blood Swell}} incredibly worthwhile.  When combined with other resistance-granting deities, {{boon|Blood Shield}} is incredibly potent.  When using Dracul's boons, be mindful of potential conflict with the {{g|The Earthmother}} and {{g|Glowing Guardian}}, both of which dislike {{t|Life steal}}.  You should avoid {{boon|Blood Hunger}} if those deities are present. {{g|The Earthmother}} does not have a problem with {{boon|Blood Tithe}}, but the {{g|Glowing Guardian}} does.  This doesn't preclude you from picking the boon, but you must make sure not to tread on the bloodstains when under his religion.  Make sure you drink your healing potions and slay any undead when you are worshiping a different deity.&lt;br /&gt;
&lt;br /&gt;
'''{{g|The Pactmaker}}'''&lt;br /&gt;
Another deceptively great find for the Goatperson.  You cannot actually &amp;quot;worship&amp;quot; the Pactmaker, but some of his pacts are extremely useful.  The {{boon|Body Pact}} works quite well when combined with other resistance-granting deities, but the real secret is the {{boon|Scholar's Pact}}.  This cancels out the normal Goatperson penalty that prevents him from healing on level-up, allowing him to gain far more value from this pact than other classes would normally.  This is well worth {{piety|10}} on each level-up.&lt;br /&gt;
&lt;br /&gt;
==== Deity Interactions ====&lt;br /&gt;
&lt;br /&gt;
Being able to tap into several dieties during a single run may be a huge blessing in disguise. For example, you can cast spells while worshipping {{g|Mystera Annur}}, level up with an empty Mana bar, then kill off the low-level magic-using monsters worshiping {{g|Taurog}}. You can slow low-level monsters worshipping {{g|Jehora Jeheyu}}, killing a couple of higher-level foes to level up, then switch to {{g|Tikki Tooki}} and kill off the slowed low-level monsters. You can build walls worshiping {{g|Mystera Annur}}, then destroy them after switching to {{g|Binlor Ironshield}}. You can fight the boss, using up your potions, then level up and switch to {{g|Glowing Guardian}} and convert stuff to gain restorations and piety that can fuel Protection.  However, the Goatperson's food requirement and lack of control over conversion means that he's often forced into making unfavorable plays.  Being able to handle bad situations is just as important as being able to leverage good ones.&lt;br /&gt;
&lt;br /&gt;
If The Pactmaker is one of your three altars, then you will have certainty on your level-up conversion. If The Pactmaker is not present, or you prepared Extra Altar, the conversion will be less predictable, so it may be that one particular Deity almost never comes up. This requires a bit of thought about what a potential conversion would do, and may make you play more conservatively.&lt;br /&gt;
&lt;br /&gt;
As you cannot desecrate, you have no access to Indulgences or the quick Piety gain. However, as you should be able to avoid most Deity punishments thanks to the conversions, and you do not lose Piety for converting, you should be able to come out even ahead versus other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=56429</id>
		<title>BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&amp;diff=56429"/>
				<updated>2017-03-29T08:00:21Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=BLUDTUPOWA&lt;br /&gt;
|ManaCost=0&lt;br /&gt;
|ShortDesc=3 health per level&lt;br /&gt;
|Effects=&lt;br /&gt;
*Uncovers the 3 closest dungeon tiles, without regenerating monsters.&lt;br /&gt;
*Lose 3 health per level, but gain 1 mana per revealed tile (minimum +1)&lt;br /&gt;
|Hotkey=U&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BLUDTOPOWA is a rather unique glyph, as it is the only glyph in the game with no manacosts. Instead, it replenishes the players mana at the expense of his health and blackspace. This makes it naturally a good fit for dedicated spellcasters, but a rather poor find for hybrid or physical-oriented builds.   &lt;br /&gt;
&lt;br /&gt;
The uncovered tiles are the 3 closest tiles to the player. &lt;br /&gt;
The distance is the number of tile you would need to move through without moving diagonally (It does of course not take obstacles into account). Knowing which tiles will be uncovered can be of some use (see [[#hints|hints]])&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA is unlocked along with the {{c|Bloodmage}}.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
BLUDTOPOWA is a very handy glyph for any character based around spellcasting. Dedicated spellcasters usually focus on increasing their mana or glyph effectiveness, so they often neglect their attack damage. This usually results in rather ineffective strikes. BLUDTOPOWA allows them to use their health more efficiently.   &lt;br /&gt;
Naturally, BLUDTOPOWA won't work with hybrid-builds. Taking damage means you'll have less health to use for BLUDTOPOWA and vice-versa, so the two concepts are mutually exclusive. &lt;br /&gt;
&lt;br /&gt;
As expected, the {{c|Bloodmage}} excels at using his signature glyph. Their sanguine trait allows them to use the glyph more often than other classes during combat, especially if they have quaffed a mana potion or two. A well built bloodmage can release an amazing amount of fireballs before going out of breath and is often able to kill monsters with magic alone.  &lt;br /&gt;
They also have to rely on it to compensate for their low maximum mana.      &lt;br /&gt;
&lt;br /&gt;
The {{c|Assassin}} is another class that can get much mileage out of this glyph, especially if he is played as an elf. &lt;br /&gt;
Since they start with {{s|APHEELSIK}} and can always obtain {{s|BURNDAYRAZ}}, they can easily have one of the most potent glyph combinations in the game if they happen to find BLUDTOPOWA. The player simply poisons a monster and uses BLUDTOPOWA to fuel BURNDAYRAZ. Once health and mana are depleted, the player simply explores until he has to recast APHEELSIK again - at which point he simply repeats the cycle. This combo allows to continuously damage an enemy without him retaliating or regenerating, so it can bring down even enemies of a high level.&lt;br /&gt;
&lt;br /&gt;
A rather unexpected class that benefits from the glyph is the {{c|Monk}}. Monks deal very low damage, and BURNDAYRAZ is a feasible way to bypass that restriction. His fast health regeneration in combination with burning allows him to effectively regenfight enemies via magic, ignoring any physical resistances.&lt;br /&gt;
&lt;br /&gt;
BLUDTOPOWA loses much of its strength once the endgame is reached. If there is no longer any black space available, the glyph will only replenish 1 mana, but still cost health. Unless the player is very desperate to squeeze out a few manapoints , it's better to convert the glyph.&lt;br /&gt;
&lt;br /&gt;
As damage is concerned, (3health=1/2*4damage per level) for every 100 damage done you recieve 150 on average, of course {{s|BURNDAYRAZ}} increases damage on every cast and reducing the cast cost improves efficiency , this way you can fight monsters that on average deal more than 150% of your atack, or monsters that are resistant, or monsters that have debuffs (since you dont hit them).&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
*The Sorcerer is allergic to this glyph - it costs 4 more health than every other class to use it, due to his class traits. (3 per level + 4).  Prior to this change, a 1st level Sorcerer could cast indefinitely by healing from casting spells than using BLUDTUPOWA to recover mana.&lt;br /&gt;
&lt;br /&gt;
*Since it doesn't have a mana cost, BLUDTUPOWA is unaffected by the Mystic Balance boon of {{g|Mystera Annur}}&lt;br /&gt;
&lt;br /&gt;
*BLUDTUPOWA always reveals the closest tiles to the player, without healing the monsters. This can be exploited by assasins who need to get their first strike, Bloodmages who want to avoid stepping on their Bloodpools, or to simply check what lies behind a wall.&lt;br /&gt;
&lt;br /&gt;
*For the same reason, it can also be of some use to reveal again a monster which has escaped in dark space (due to its {{t|Blinks}} or {{t|Cowardly}} traits, or because you {{t|Knockback}}ed it). This is specially true when the monster has {{t|Fast regen}} or {{t|Life steal}}, as it won't trigger these effects.&lt;br /&gt;
&lt;br /&gt;
* {{s|BLUDTUPOWA}} has an interesting synergy with death protection effects such as {{s|CYDSTEPP}}.  If your next attack will leave you 'Barely Alive' and you don't have a {{i|Schadenfreude Potion}}, any hitpoints you have are irrelevant, so you may as well convert them into mana.&lt;br /&gt;
&lt;br /&gt;
*{{g|Mystera Annur}} won't reward any piety for using this glyph, but {{g|Taurog}} will count it as a normal spellcast.&lt;br /&gt;
&lt;br /&gt;
*{{g|Glowing Guardian}} punishes the player for using this glyph, but grants extra-piety for converting it.&lt;br /&gt;
&lt;br /&gt;
* {{s|BLUDTUPOWA}} is an excellent find for the {{c|Goatperson}}. As it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Preparations&amp;diff=56428</id>
		<title>Preparations</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Preparations&amp;diff=56428"/>
				<updated>2017-03-27T23:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* How many gliphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Preparations''' are [[items]], [[glyphs]], [[gods]], or other trinkets that you take with you into [[dungeons]]. Preparations typically come at a cost or drawback in some form. Each [[Buildings#Class_Buildings|class building]] offers their own type of preparation and more options are unlocked upon upgrading their respective building.&lt;br /&gt;
&lt;br /&gt;
==Preparation Types==&lt;br /&gt;
&lt;br /&gt;
===Locker Item===&lt;br /&gt;
The [[Guild]] offers lockers that allow you to store [[items]] taken out of dungeons. These items can then be taken back into future dungeons at a cost. Once fully upgraded to Level 3 the Guild provides 6 possible locker slots.  Further locker slots are available from the [[Bank]] at a very high cost.&lt;br /&gt;
&lt;br /&gt;
If you die in the dungeon or the item is otherwise destroyed (for instance, from desecrating the altar of the {{g|Glowing Guardian}}) then there is a 50 gold reclamation fee before that item can be used again.&lt;br /&gt;
&lt;br /&gt;
''see the [[items]] page for full list of items''&lt;br /&gt;
&lt;br /&gt;
===Thief Den===&lt;br /&gt;
The [[Thief Den]] contains slightly different preparations from the other class buildings. Upon upgrading the Thief Den to Level 2 the Bet on Boss and Black Market preparations are available, 1 can be selected immediately. Level 3 offers the Smuggler Den and Patches the Teddy preparations. Another slot may be filled at the cost of 100g.  Two of these benefits are gold-related, while the other two are double-edged in nature.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bet on Boss&lt;br /&gt;
|5&lt;br /&gt;
|Receive 50% markup on the dungeon's Trophy at the [[Taxidermist]]&lt;br /&gt;
|-&lt;br /&gt;
|Black Market&lt;br /&gt;
|15&lt;br /&gt;
|All gold piles in the dungeon will contain +1 gold&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler Den&lt;br /&gt;
|10&lt;br /&gt;
|Places two level 1 monsters and one of each booster in a special subdungeon near the starting point.&lt;br /&gt;
|-&lt;br /&gt;
|Patches the Teddy&lt;br /&gt;
|15&lt;br /&gt;
|Provides a random positive and negative [[Traits|effect]] when the adventurer levels.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Church===&lt;br /&gt;
[[Gods]] can be selected from the [[Church]] to have a temple spawn in the next dungeon. There are always caveats to forcing a god to spawn and it will still come at a cost to the adventurer. {{g|The Pactmaker}} can never be prepared in this fashion. Once you've unlocked every deity, you may instead prepare a fourth altar.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!God&lt;br /&gt;
!Cost&lt;br /&gt;
!Drawback&lt;br /&gt;
|-&lt;br /&gt;
|[[Binlor Ironshield]]&lt;br /&gt;
|10&lt;br /&gt;
|30% of the dungeon walls will be eroded (tiles which can't be interacted with like water)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dracul]]&lt;br /&gt;
|10&lt;br /&gt;
|25% of enemies in the dungeon will be {{t|Bloodless}}&lt;br /&gt;
|-&lt;br /&gt;
|[[The Earthmother]]&lt;br /&gt;
|10&lt;br /&gt;
|Plant creation from using boons will be doubled.&lt;br /&gt;
|-&lt;br /&gt;
|[[Glowing Guardian]]&lt;br /&gt;
|10&lt;br /&gt;
|Piety gain is greatly reduced per-level&lt;br /&gt;
|-&lt;br /&gt;
|[[Jehora Jeheyu]]&lt;br /&gt;
|10&lt;br /&gt;
|1 inventory slot is removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystera Annur]]&lt;br /&gt;
|10&lt;br /&gt;
|Piety gain is slowed by 25%&lt;br /&gt;
|-&lt;br /&gt;
|[[Taurog]]&lt;br /&gt;
|10&lt;br /&gt;
|All enemies will become {{t|Cowardly}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Tikki Tooki]]&lt;br /&gt;
|10&lt;br /&gt;
|All damage taken will reduce piety when worshipping TT&lt;br /&gt;
|-&lt;br /&gt;
|Extra Altar&lt;br /&gt;
|50&lt;br /&gt;
|Adds a random 4th altar somewhere in the dungeon (no drawback)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Tower===&lt;br /&gt;
The [[Mage Tower]] offers preparations that let you modify glyph and powerups in the dungeon, changing how you use these critical resources.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Preparation&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fireball Magnet&lt;br /&gt;
|25&lt;br /&gt;
|The {{s|BURNDAYRAZ}} glyph is immediately teleported into your inventory when you enter the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|More Glyphs&lt;br /&gt;
|20&lt;br /&gt;
|Adds one extra(6 total, {{OrWi}} gets 7) glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80(total will be 480, normally is 500,{{OrWi}} 560/480)&lt;br /&gt;
|-&lt;br /&gt;
|Fewer Glyphs&lt;br /&gt;
|20&lt;br /&gt;
|One fewer glyph(4 total, {{OrWi}} gets 5) appears in the dungeon, but all glyphs have their conversion points increased to 150(total will be 600, normally is 500, , {{OrWi}} 750/600)&lt;br /&gt;
|-&lt;br /&gt;
|Extra Attack Boosters&lt;br /&gt;
|10&lt;br /&gt;
|Adds 2 extra attack boosters to the dungeon&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mana Boosters&lt;br /&gt;
|10&lt;br /&gt;
|Adds 2 extra mana boosters to the dungeon&lt;br /&gt;
|-&lt;br /&gt;
|Extra Health Boosters&lt;br /&gt;
|10&lt;br /&gt;
|Adds 2 extra health boosters to the dungeon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
The blacksmith offers a variety of low-end items that you can bring into the dungeon with you.  You can choose from the following:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Preparation&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Sword}}&lt;br /&gt;
|25&lt;br /&gt;
|Large item that grants +2 base attack&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Shield}}&lt;br /&gt;
|15&lt;br /&gt;
|Large item that grants -2 damage reduction&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Perseverance Badge}}&lt;br /&gt;
|15&lt;br /&gt;
|Small item that grants 10% attack bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Slaying Wand}}&lt;br /&gt;
|5&lt;br /&gt;
|Large item that can be used to instantly slay a non-boss monster (XP granted capped at your current level)&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Bear Mace}}&lt;br /&gt;
|12&lt;br /&gt;
|Grants 25% knockback damage&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Really Big Sword}}&lt;br /&gt;
|12&lt;br /&gt;
|Grants the ability to ignore the first 35% of physical resistance, but slows your attack (you always hit second)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bezar ===&lt;br /&gt;
You can select a variety of preparations from the merchant Bezar that will change his shop loadout&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Preparation&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|44&lt;br /&gt;
|Greatly increases the chance of shops selling quest items&lt;br /&gt;
|-&lt;br /&gt;
|Elite Items&lt;br /&gt;
|55&lt;br /&gt;
|Greatly increases the chance of shops selling elite items&lt;br /&gt;
|-&lt;br /&gt;
|Apothecary&lt;br /&gt;
|33&lt;br /&gt;
|Four potion-selling shops appear in the dungeon instead of one; you cannot buy the same potion from more than one shop.&lt;br /&gt;
|-&lt;br /&gt;
|Shop Scroll&lt;br /&gt;
|5&lt;br /&gt;
|Grants you a scroll that can be used to create an extra shop in the dungeon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch ===&lt;br /&gt;
The witch can be used to brew custom potions for you.  As you progress through the game, the maximum number of potions you can bring into the dungeon increases from 2 to 4.  The standard potion kit consists of a Healing Potion and a Mana Potion.  With a custom kit, you are free to choose any combination of the available potions up to the maximum number, with the restriction that you can never take more than one potion of the same kind.  There are nine potions offered by the witch:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Preparation&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Healing Potion}}&lt;br /&gt;
|0&lt;br /&gt;
|Restores 40% of your max HP, cures poison&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Mana Potion}}&lt;br /&gt;
|0&lt;br /&gt;
|Restores 40% of your max mana, cures mana burn&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Fortitude Tonic}}&lt;br /&gt;
|8&lt;br /&gt;
|Cures poison and removes all weakening&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Burn Salve}}&lt;br /&gt;
|8&lt;br /&gt;
|Cures mana burn and removes all corrosion&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Strength Potion}}&lt;br /&gt;
|15&lt;br /&gt;
|Drains your mana and turns it into a temporary bonus to base attack&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Schadenfreude Potion}}&lt;br /&gt;
|15&lt;br /&gt;
|The next time you are damaged by a monster, you gain 1 MP per point of damage&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Quicksilver Potion}}&lt;br /&gt;
|15&lt;br /&gt;
|Gain temporary dodge bonus and dodge prediction&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Reflex Potion}}&lt;br /&gt;
|15&lt;br /&gt;
|Gain first strike and double-attack; does not function if you are slowed if or monster has first strike&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Can of WHUPAZ}}&lt;br /&gt;
|20&lt;br /&gt;
|Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
The alchemist offers a variety of seals that can be activated for special effects.  All seals are small items.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Preparation&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Compression Seal}}&lt;br /&gt;
|16&lt;br /&gt;
|Turns a large item into a small item&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Transmutation Seal}}&lt;br /&gt;
|36&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Translocation Seal}}&lt;br /&gt;
|43&lt;br /&gt;
|Steals an item from a shop (does not work on apothecaries); stolen item has half the normal conversion value&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56426</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=56426"/>
				<updated>2017-03-25T14:48:47Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly {{piety|0-25}}&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33%&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Removes one inventory slot from the player&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant {{piety|2-4}} or cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
&lt;br /&gt;
*Discover a monster while exploring (plants excluded)&lt;br /&gt;
&lt;br /&gt;
*Kill an XP-valuable enemy&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack&lt;br /&gt;
&lt;br /&gt;
*Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Petition}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you&lt;br /&gt;
&lt;br /&gt;
;{{boon|Last Chance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Health}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 20&lt;br /&gt;
&lt;br /&gt;
;{{boon|Boost Mana}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
&lt;br /&gt;
;{{boon|Chaos Avatar}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
Jehora Jeheyu performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = {{t|Poisoned}}&lt;br /&gt;
*1 = {{t|Mana Burn}}&lt;br /&gt;
*2 = Health loss&lt;br /&gt;
*3-5 = {{t|Weakened}}&lt;br /&gt;
*6-8 = {{t|Corrosion}}&lt;br /&gt;
*9-10 = {{t|Cursed}}&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire {{boon|Petition}} as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both {{t|Poisoned}} and {{t|Mana Burn}}ed, it can become very difficult to survive. The {{i|Burn Salve}} and {{i|Fortitude Tonic}} are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get {{boon|Petition}}, then climb to {{boon|Chaos Avatar}} while picking up {{boon|Boost  Health}}s and {{boon|Boost Mana}}s along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
{{boon|Boost Mana}} and {{boon|Boost Health}} are two of the most powerful boons in the game. {{boon|Boost Health}}, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. {{boon|Boost Mana}} enables you to play like an {{r|Elf}}, using more elaborate spellcasting combos with a more generous [[mana]] pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a {{i|Schadenfreude Potion}} and use {{boon|Boost Mana}} sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use {{boon|Chaos Avatar}} and/or {{boon|Last Chance}}. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Despite the high cost of {{boon|Chaos Avatar}}, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate {{piety|100}} from another deity, convert to JJ, and immediately desecrate an altar to reach the {{piety|80}} for {{boon|Chaos Avatar}}. {{g|Mystera Annur}} or {{g|The Earthmother}} altars are ideal desecration targets for this strategy, as {{boon|Chaos Avatar}} immediately cancels out their desecration penalties.&lt;br /&gt;
&lt;br /&gt;
Piety strategy, just like with {{g|Mystera Annur}} you try to not waste any mana while not fighting, here you can do the same: if you have to much health but little mana you can try {{s|BYSSEPS}} and {{s|GETINDARE}} and hitting something and then repeating. Likewise prefer spaming {{s|WONAFYT}} and {{s|APHEELSIK}} when you have to much mana. Try to waste all mana before leveling up.&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
&lt;br /&gt;
{{r|Gnome}} and {{r|Halfling}} make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. {{c|Rogue}} benefit enormously from the {{boon|Boost Health}}, and at low-levels there is no better deity for a rogue to worship. The free {{s|WEYTWUT}} also works well for rogues, who need a way to bypass monster first strike. {{r|Elf}} also work well with Jehora Jeheyu; though they lose out more than other races from the loss of {{i|Mana Potion}}s, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. {{c|Bloodmage}} lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56425</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56425"/>
				<updated>2017-03-24T22:45:44Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Long rant can be lockered, i did it now, though why would you? it seems pretty lame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5% |CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
| 5.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
| 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5%|CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| {{s|BURNDAYRAZ}} reduces enemy resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| {{q|Double Take}}&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed ({{s|ENDISWAL}} or knockback)&lt;br /&gt;
| {{q|Bonus Bravery: Slime Pit}}&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
| 4.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Soul.png]]&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the {{d|Cursed Oasis}} ''(a prepared {{i|Dragon Soul}} will not prevent this)''&lt;br /&gt;
| {{q|Bonus Bravery: Oasis}}, also dropped by the Cursed Shade in the {{d|Cursed Oasis}}&lt;br /&gt;
| 23&lt;br /&gt;
| 50&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| {{q|Ice and Fury}}&lt;br /&gt;
| 20&lt;br /&gt;
| 12&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for {{gold|5}}&lt;br /&gt;
| {{q|The Realm's Finest}}&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting {{s|BURNDAYRAZ}}; small item&lt;br /&gt;
| {{q|Halflings, Ho!}}&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| {{q|Minecraft}}&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| {{q|Confidence}}&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 {{t|Damage Reduction}} per character level; your attacks are {{t|Slowed}}&lt;br /&gt;
| {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
| 3.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 4.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
| 3.1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
| 2.1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Provides 5 health and 3 mana when carried. When activated, the orb is consumed and every enemy on the current level will have its maximum health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slayer Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes mana burn&lt;br /&gt;
| Always Available&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 2&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 4&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop Scroll.png]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjacent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
|{{b|Thief Den|Level 3|Mossy Isle Casino}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Items Found In Dungeons =&lt;br /&gt;
&lt;br /&gt;
== Subdungeon Items ==&lt;br /&gt;
&lt;br /&gt;
These items are most often found in subdungeons and class challenge runs, and are not available for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.&lt;br /&gt;
&lt;br /&gt;
=== Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|{{va|Forlorn}}&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Penance.png]]&lt;br /&gt;
|{{va|Penance}}&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Soul Orb.png]]&lt;br /&gt;
|{{va|Cracked Soul Orb}}&lt;br /&gt;
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stone Sigil.png]]&lt;br /&gt;
|{{va|Crumbling Ward}}&lt;br /&gt;
| Can be consumed for +15 Piety. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Dairy Diary}}&lt;br /&gt;
| Activate to read a diary of a goat. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Dented Helm}}&lt;br /&gt;
| +1 Mana Point +1 Damage. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|18&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining Blade.png]]&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat Horn.png]]&lt;br /&gt;
|{{va|Goat Horn}}&lt;br /&gt;
| +5% attack damage; small item&lt;br /&gt;
|Found in {{CC|Warlord|Gold|Terror's End}}, [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Ward.png‎]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMMISI(?)}}&lt;br /&gt;
| Reveals the entire map and poison the user upon activation.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Long Rant}}&lt;br /&gt;
| Adds 3 layers of Corrosion to enemies on the same dungeon level. &lt;br /&gt;
| [[Subdungeon]] or Gaan'Telet&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|[[Mass09 Ledger]]}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera Scripture.png]]&lt;br /&gt;
|{{va|Mystera Scripture}}&lt;br /&gt;
| Can be consumed to add +1 Max Mana&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatloaf.png]]&lt;br /&gt;
|{{va|Nom Nom}}&lt;br /&gt;
| Can be consumed to add +1 HP per level, but it also poisons the user.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual Scroll.png]]&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pepper the Dog.png]]&lt;br /&gt;
|{{va|Pepper the Dog}}&lt;br /&gt;
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.&lt;br /&gt;
| [[Subdungeon]] or Priest Bronze Challenge&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Spider Amulet}}&lt;br /&gt;
| Adds +10 HP, but attempts to poison the user every time they level up.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of Binding.png]]&lt;br /&gt;
|{{va|Wand of Binding}}&lt;br /&gt;
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET&lt;br /&gt;
| Subdungeon&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wisp Gem.png]]&lt;br /&gt;
|{{va|Wisp Gem}}&lt;br /&gt;
| +5% base damage; small item&lt;br /&gt;
| Subdungeon, various monsters in several dungeons drop them&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
|Adds 20% phys resist&lt;br /&gt;
|[[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet.png]]&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
|Gives 35 CP upon conversion from the ground. If picked up, spawns two enemies: [[File:Thrall.png]] [[Thrall]], L9 &amp;amp; L1 ({{t|Mana Burn}}, {{t|Poisonous}}, {{t|Undead}}). Need to be careful since L9 could spawn right on top of the exit.&lt;br /&gt;
|[[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blade of Yin.png]]&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
|Adds 3 base damage, can be consumed to grant Death Protection, small item&lt;br /&gt;
|[[Subdungeon]]: Yin and Yang&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Essence Potion.PNG]]&lt;br /&gt;
|{{va|Essence Potion}}&lt;br /&gt;
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found&lt;br /&gt;
|[[Subdungeon]]: Metal Spider Temple, touching the altar&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Heart.png]]&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
|Adds 3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
|[[Subdungeon]]: Draco&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb Of Lethar.png]]&lt;br /&gt;
|{{va|Orb of Lethar}}&lt;br /&gt;
|If the level  boss is visible, this orb can be destroyed to slow it down.&lt;br /&gt;
|{{CC|Crusader|Bronze|The Ratlings}}&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Protect.EXE}}&lt;br /&gt;
| Can be consumed to add a layer of Death Protection; two charges; small item&lt;br /&gt;
| Subdungeon: Wizard.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual of Midas.png]]&lt;br /&gt;
|{{va|Ritual of Midas}}&lt;br /&gt;
| This ritual scroll can be used to summon the Golden Mantle of Midas, enchanted with a unique protective power. Requires 80 gold to activate.&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|Strange Mixture}}&lt;br /&gt;
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.&lt;br /&gt;
| [[Subdungeon]]: Jadetooth&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Wand of Splosion}}&lt;br /&gt;
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions&lt;br /&gt;
| [[Subdungeon]]: El Potion Loco&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall Cruncher.png]]&lt;br /&gt;
|{{va|Wall Cruncher}}&lt;br /&gt;
|Activate to destroy walls directly to the N, E, S and W of your position, small item&lt;br /&gt;
|Subdungeon&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whisper Charm.png]]&lt;br /&gt;
|{{va|Whisper Charm}}&lt;br /&gt;
| Adds +4% physical resistance&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| Adds +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Recipe Scroll.png]]&lt;br /&gt;
|{{va|Recipe Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon&lt;br /&gt;
| [[Subdungeon]]: Vegetarian Vampire&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeon Boss Rewards ==&lt;br /&gt;
&lt;br /&gt;
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: {{d|Dragon Isles}}&lt;br /&gt;
|23&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: {{d|Namtar's Lair}}&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: {{d|Demonic Library}}&lt;br /&gt;
|35&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and increases health and mana potion effectiveness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: {{d|Naga City}}&lt;br /&gt;
|12&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the {{d|Havendale Bridge}}&lt;br /&gt;
|25&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Quest Items with Codex Entries: ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|'Tea'}}&lt;br /&gt;
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.&lt;br /&gt;
| [[Subdungeon]]: Orc unlock subdungeon&lt;br /&gt;
| 0&lt;br /&gt;
| n\a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Philosopher's Stone.png]]&lt;br /&gt;
|{{va|Philosopher's Stone}}&lt;br /&gt;
| If you take it back to the kingdom it unlocks [[Alchemist]]&lt;br /&gt;
| After upgrading Bazaar to level 2, it starts spawning in shops until you buy it and take it out&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Midas Mantle.png]]&lt;br /&gt;
|{{va|Midas Mantle}}&lt;br /&gt;
| {{t|Death Gaze Immune}}&lt;br /&gt;
| Only appears in the {{CC|Rogue|Silver|Wrath of Midas}}. Required {{i|Ritual of Midas}} to be activated for 80 gold.&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|&amp;quot;Courage Juice&amp;quot;}}&lt;br /&gt;
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.&lt;br /&gt;
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== God Items with Codex Entries ==&lt;br /&gt;
&lt;br /&gt;
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing Guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skullpicker.png]]&lt;br /&gt;
|{{va|Skullpicker}}&lt;br /&gt;
| Adds +5 base damage, and Taurog punishes you if you convert it.&lt;br /&gt;
| {{boon|Taurog's Blade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wereward.png]]&lt;br /&gt;
|{{va|Wereward}}&lt;br /&gt;
| Adds -5 damage reduction, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Shield}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloat.png]]&lt;br /&gt;
|{{va|Gloat}}&lt;br /&gt;
| Adds +15% Magic Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Helm}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Will.png]]&lt;br /&gt;
|{{va|Will}}&lt;br /&gt;
| Adds +15% Physical Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Armour}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|0&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Unlisted Items =&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 13&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Conversion Fodder =&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4.06 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}} (3.33 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=56424</id>
		<title>Mystera Annur</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=56424"/>
				<updated>2017-03-23T18:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Mystera Annur&lt;br /&gt;
|ShortHand=MA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+1}} for each glyph cast&lt;br /&gt;
|Punishment=&lt;br /&gt;
* all monsters on this dungeon floor gain 15% to both physical and {{t|Magic resist}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Cast a glyph: {{Piety|+1}} per 2 mana spent&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Slows piety gain by 25%&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Kill a monster which has {{t|Magical attack}} :{{Piety|-5}}&lt;br /&gt;
&lt;br /&gt;
*Get afflicted with  {{t|Mana burned}} :{{Piety|- remaining Mana in}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Magic}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|5 (+20)}}&lt;br /&gt;
:'''Effect''': Gain 1 maximum mana&lt;br /&gt;
&lt;br /&gt;
;{{boon|Refreshment}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|50}}&lt;br /&gt;
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)&lt;br /&gt;
&lt;br /&gt;
;{{boon|Flames}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}&lt;br /&gt;
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level&lt;br /&gt;
&lt;br /&gt;
;{{boon|Weakening}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|30 (+0)}}&lt;br /&gt;
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor&lt;br /&gt;
&lt;br /&gt;
;{{boon|Mystic Balance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|60}}&lt;br /&gt;
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of &amp;quot;5&amp;quot; by 2 points.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.&lt;br /&gt;
&lt;br /&gt;
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:&lt;br /&gt;
&lt;br /&gt;
* Using {{s|ENDISWAL}} to dig around him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|WEYTWUT}} to teleport past him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|PISORF}} to push him out of the way&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing {{g|Taurog}}, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting.&lt;br /&gt;
&lt;br /&gt;
{{boon|Magic}} is a fairly straightforward boon, but its piety cost increases rapidly and it's seldom worth taking it more than twice. Raising your maximum mana to 15 means each mana potion will restore exactly 6 MP, but beyond that point the piety cost for a mere 1 MP is seldom worth the trade.&lt;br /&gt;
&lt;br /&gt;
One of Mystera's most powerful boons is {{boon|Refreshment}}, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum MP, this can be a major benefit, but it does mean the timing for converting glyphs becomes more difficult to gauge, and races like {{r|Elf}} or {{r|Human}} will have to go without their conversion bonus. Races like {{r|Gnome}}, {{r|Halfling}}, and {{r|Goblin}} have no problems leaving all their converting for the end of the dungeon and they benefit enormously from this boon. Keep in mind {{boon|Refreshment}} gets reduced to 25% if you convert to another religion!  For obvious reasons, this boon is not very helpful when attempting the {{badge|Hoarder}}.&lt;br /&gt;
&lt;br /&gt;
{{boon|Mystic Balance}} is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. {{c|Wizard}}s, who already have a discount to their spell costs, get little benefit from {{boon|Mystic Balance}}. {{c|Berserker}}s, on the other hand, are largely unaffected by its downsides and benefit enormously from this boon. Ironically, this makes Mystera one of the better deity choices for a {{c|Berserker}}, essentially cancelling out their spellcasting penalty. For most classes, whether you want to use {{boon|Mystic Balance}} depends on which glyphs you rely on primarily. Most glyphs already cost 5 MP and are unaffected.  The {{s|BLUDTUPOWA}} glyph has no mana cost to begin with and is also unaffected.  The {{s|BURNDAYRAZ}} and {{s|CYDSTEPP}} glyphs are the most notable improvements, which makes this boon very useful to fireball spammers and to {{c|Warlord}}s.  The {{s|WEYTWUT}} glyph is also dramatically improved, and becomes easier to use as a finisher.  On the other hand, the {{s|PISORF}} glyph becomes impractical for offensive purposes (it's still functional for breaking through walls and moving monsters, however) and the {{s|GETINDARE}} glyph becomes less mana efficient (though still worthwhile).  The {{s|BYSSEPS}} and {{s|LEMMISI}} glyphs are the hardest hit by mystic balance, and are below-average to begin with; they should be consigned for conversion if you select this boon.&lt;br /&gt;
&lt;br /&gt;
{{boon|Flames}} and {{boon|Weakening}} boons are rarely worth pursuing. {{boon|Weakening}} costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a {{i|Piercing Wand}} or {{boon|Stone Heart}}, which have no downsides and reduce resistances with less effort.  The massive attack penalty on the {{boon|Flames}} makes it a terrible idea for hybrids and even for most spellcaster builds (for it to actually be profitable, one normal character would need to cast fireball 2.5 times more often than regular attacks on average, or you can't get any hits on the boss in which case you only do fireballs) .  You will need to be very dedicated to a pure caster approach or a rat monarch for either of these to be worthwhile.  Most characters will skip out on these two.&lt;br /&gt;
&lt;br /&gt;
For most characters, the best approach with Mystera is to worship early, earn lots of piety, purchase a handful of boons that suit your strategy, then convert out. Unless there are still many glyphs left in the dungeon to leverage refreshment, Mystera doesn't give any short-term boons that can help you overcome a powerful boss. You're usually better off converting into another religion to spend your remaining piety in the end-game. Furthermore, in a dungeon with lots of magic-user monsters you can be facing massive piety penalties for clearing out the weaker monsters. Converting before doing so is highly advisable.&lt;br /&gt;
&lt;br /&gt;
The alternative approach is an extreme spellcaster strategy, fuelled by {{s|BLUDTUPOWA}}. Mystera does not reward {{s|BLUDTUPOWA}} use directly, but as you will be using it to generate mana, which you will then spend on glyphs, the overall piety gain is much higher than for other builds, allowing you to take the more expensive boons, such as {{boon|Mystic Balance}}, earlier than would normally be possible and potentially use Mystera to fuel a pact. Depleting your life with {{s|BLUDTUPOWA}} also means you won't be attacking much and have no use for resistances, but can cast a very large number of fireballs, which makes the trade-offs offered by {{boon|Flames}} and {{boon|Weakening}} much more attractive than they would be for more balanced characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56423</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56423"/>
				<updated>2017-03-23T11:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Required experience per level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find careless scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding {{s|BURNDAYRAZ}} to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless {{t|Retaliate: Fireball}}) hence it prefers low life high damage monsters.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
Here are some interesting strategies(made in excel, level calculated on each kill, not just sum of exp and bonuses, Note: it is extremely difficult to kill a lev2 or lev3 monster at lev1 ) :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Strategy&lt;br /&gt;
!Xp total&lt;br /&gt;
!Level Reached&lt;br /&gt;
|-&lt;br /&gt;
| Kill only same level, then stop || 72 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, then lower, the higher || 169 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +1 level, then lower || 183  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+2''' level, then lower || 201  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+3''' level, then lower || 215  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: preferably same level || 197  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: +1 level, use slow || 225  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: '''+2''' level, use slow || 261  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev8,9, kill all monsters: preferably same level || 186  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev6,7,8,9 using 1lev2 and 10lev1, kill all monsters: +1 level (because we need popcorn) || 220  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev5,6,7,8,9 using all 1 2 and 3, kill all monsters: '''+2''' level, petrify  || 233  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, slow all, petrify 8,9 || 215  || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{va|Balanced Dagger}} || 199  || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56422</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56422"/>
				<updated>2017-03-23T10:44:56Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Required experience per level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find careless scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding {{s|BURNDAYRAZ}} to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless {{t|Retaliate: Fireball}}) hence it prefers low life high damage monsters.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
Here are some interesting strategies(made in excel, level calculated on each kill, not just sum of exp and bonuses, Note: it is extremely difficult to kill a lev2 or lev3 monster at lev1 ) :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Strategy&lt;br /&gt;
!Xp total&lt;br /&gt;
!Level Reached&lt;br /&gt;
|-&lt;br /&gt;
| Kill only same level, then stop || 72 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, then lower, the higher || 169 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +1 level, then lower || 183  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+2''' level, then lower || 201  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: '''+3''' level, then lower || 215  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: preferably same level || 197  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: +1 level, use slow || 225  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: '''+2''' level, use slow || 261  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev8,9, kill all monsters: preferably same level || 186  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev6,7,8,9 using 1lev2 and 10lev1, kill all monsters: +1 level (because we need popcorn) || 220  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev5,6,7,8,9 using all 1 2 and 3, kill all monsters: '''+2''' level, petrify  || 233  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, slow all, petrify 8,9 || 215  || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56421</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56421"/>
				<updated>2017-03-23T10:43:27Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* Used exel, calculated on eat kill new level, came up with chart, i never knew slow was better than petrify*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find careless scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding {{s|BURNDAYRAZ}} to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless {{t|Retaliate: Fireball}}) hence it prefers low life high damage monsters.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
Here are some interesting strategies(made in excel, level calculated on each kill, not just sum of exp and bonuses, Note: it is extremely difficult to kill a lev2 or lev3 monster at lev1 ) :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Strategy&lt;br /&gt;
!Xp total&lt;br /&gt;
!Level Reached&lt;br /&gt;
|-&lt;br /&gt;
| Kill only same level, then stop || 72 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, then lower, the higher || 169 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +1 level, then lower || 183  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +2 level, then lower || 201  || 9  &lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: +3 level, then lower || 215  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: preferably same level || 197  || 9 &lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: +1 level, use slow || 225  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow all, kill all monsters: +2 level, use slow || 261  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev8,9, kill all monsters: preferably same level || 186  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev6,7,8,9 using 1lev2 and 10lev1, kill all monsters: +1 level (because we need popcorn) || 220  || 9&lt;br /&gt;
|-&lt;br /&gt;
| Petrify lev5,6,7,8,9 using all 1 2 and 3, kill all monsters: +2 level, petrify  || 233  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kill all monsters: same level, slow all, petrify 8,9 || 215  || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56420</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56420"/>
				<updated>2017-03-23T07:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* firebal in level equation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find careless scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding {{s|BURNDAYRAZ}} to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless {{t|Retaliate: Fireball}}) hence it prefers low life high damage monsters.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56419</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Level&amp;diff=56419"/>
				<updated>2017-03-23T07:19:36Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* When to act against the boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Every denizen of your current dungeon has a level, including the player and dungeon [[Full:Monsters|monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items &amp;amp;mdash; as well as your class &amp;amp;mdash; augment your growth.&lt;br /&gt;
&lt;br /&gt;
A special note about Stat [[Boosters]] &amp;amp;mdash; the little Health, Mana, and Damage tiles you'll find careless scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).&lt;br /&gt;
&lt;br /&gt;
If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!(life-1)*damage&lt;br /&gt;
! vs lev10&lt;br /&gt;
! vs next lev&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 0.9% || 422.2%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 190 || 3.8% || 228.9%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 435 || 8.7% || 179.3%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 780 || 15.7% || 157.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1225 || 24.7% || 144.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1770 || 35.7% || 136.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2415 || 48.7% || 130.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3160 || 63.8% || 126.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4005 || 80.9% || 123.5%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4950 || 100% || 121.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5995 || 121.1% || /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)² - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n² + 5 × n) / 2'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Full:Bosses|Bosses]] have entirely different stat ratios to their lower level counterparts.  Enemies in a easy dungeon will have 90% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 120% of their stats, and enemies in vicious dungeons have 133% (one third higher than normal) of their stats.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n × (n - 1) + 2'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 44&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 58&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 74&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see [[Monsters#Distribution_and_level|monster distribution per level]]). Hence the need to earn bonus XP.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
!Xp without bonuses&lt;br /&gt;
!Required Bonus XP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30 || 32 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50 || 48 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75 || 68 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105 || 86 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140 || 107 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180 || 131 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225 || 149 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;XP without bonuses&amp;quot; gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.&lt;br /&gt;
&lt;br /&gt;
Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals.  These post-level 10 &amp;quot;milestones&amp;quot; are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.&lt;br /&gt;
&lt;br /&gt;
[[category:strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56418</id>
		<title>The Deadites</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56418"/>
				<updated>2017-03-21T23:02:35Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /*  GETINDARE  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Priest_Bronze.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Deadites''''' is the {{c|Priest}} bronze [[Class Challenges|challenge]].  The boss is a unique {{m|Warlock}} named Bad Ash.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
There are 2 unique items that always spawn: the Chainsaw and the Boomstick ( +5 base damage and +10 max health each, can not be lockered). &lt;br /&gt;
Chance of {{i|Pepper the Dog}} making the boss pretty easy to beat(zombie dog turns living boss into zombie boss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No altars, gold or shops, but boosters spawn normally.&lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
* {{m|Zombie}}s. Their high health and damage is annoying. Much like Wraiths, these will be difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. &lt;br /&gt;
* {{m|Wraith}}s. The Mana burn is annoying, and they do enough damage that you're going to have a lot of trouble killing them. Save them to secure a level-up.  &lt;br /&gt;
* {{m|Vampire}}s. Their high health and damage will make them difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. Be cautious if exploring at high levels: the health pool that you're likely to have means that vampires will gain ridiculous amounts of health from their Lifesteal trait. &lt;br /&gt;
* {{m|Heretic}}s. In addition to usual Warlock stats they have 100% Death-gaze. As such, try to avoid them. They can be easily killed if you are a higher level than them, as their health isn't very high. There is a chance to find {{s|GETINDARE}}, making the Heretic less difficult.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
One item that is essential is the Pepper the Dog. It works somewhat like the {{i|Badge of Honour}}. Instead of giving death protection, however, it turns the next thing that it hits after being consumed into an undead creature. Without this effect, the boss is very difficult to defeat.&lt;br /&gt;
&lt;br /&gt;
== Bad Ash ==&lt;br /&gt;
Bad Ash isn't too hard, but he's a little intimidating to start with. He has 112 attack and 636 health, with 100% Death-Gaze and Magical Attack. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The race that you should pick depends on what aspect of the priest you want to leverage the most. Halflings are my personal choice, as that gives you the most health potions to make use of. Orcs are a good second, as their base damage bonus lines up quite nicely with the Priest's +100% damage against undead class trait, especially since almost every monster in this dungeon is undead. &lt;br /&gt;
&lt;br /&gt;
If you're doing this early on, you might not have access to these more exotic options. In that case, humans are probably the best way to go, as the only other race that synergizes with the Priest would be the Dwarves, and the Priest needs more damage than he does health. &lt;br /&gt;
&lt;br /&gt;
This is a simple dungeon. Run around until you find one or two of the guaranteed spawn items. Use them to kill the highest level monsters that won't kill you back. Do not use any health potions. Do this until you can survive one hit from Bad Ash. Use Pepper the Dog to turn Bad Ash into an undead creature. Heal. Continue leveling until you reach level 9 or 10. Convert all glyphs except for GETINDARE and BYSSEPS(if you find them). Use your accumulated resources to damage Bad Ash while avoiding his 100% Death-Gaze via health potions. Repeat until he's dead. &lt;br /&gt;
&lt;br /&gt;
It'll be closer if using a human, but if you wait until you've acquired halflings, this challenge will be a breeze. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56417</id>
		<title>The Deadites</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56417"/>
				<updated>2017-03-21T22:59:23Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* zombie dog  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Priest_Bronze.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Deadites''''' is the {{c|Priest}} bronze [[Class Challenges|challenge]].  The boss is a unique {{m|Warlock}} named Bad Ash.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
There are 2 unique items that always spawn: the Chainsaw and the Boomstick ( +5 base damage and +10 max health each, can not be lockered). &lt;br /&gt;
Chance of {{i|Pepper the Dog}} making the boss pretty easy to beat(zombie dog turns living boss into zombie boss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No altars, gold or shops, but boosters spawn normally.&lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
* {{m|Zombie}}s. Their high health and damage is annoying. Much like Wraiths, these will be difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. &lt;br /&gt;
* {{m|Wraith}}s. The Mana burn is annoying, and they do enough damage that you're going to have a lot of trouble killing them. Save them to secure a level-up.  &lt;br /&gt;
* {{m|Vampire}}s. Their high health and damage will make them difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. Be cautious if exploring at high levels: the health pool that you're likely to have means that vampires will gain ridiculous amounts of health from their Lifesteal trait. &lt;br /&gt;
* {{m|Heretic}}s. In addition to usual Warlock stats they have 100% Death-gaze. As such, try to avoid them. They can be easily killed if you are a higher level than them, as their health isn't very high.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
One item that is essential is the Pepper the Dog. It works somewhat like the {{i|Badge of Honour}}. Instead of giving death protection, however, it turns the next thing that it hits after being consumed into an undead creature. Without this effect, the boss is very difficult to defeat.&lt;br /&gt;
&lt;br /&gt;
== Bad Ash ==&lt;br /&gt;
Bad Ash isn't too hard, but he's a little intimidating to start with. He has 112 attack and 636 health, with 100% Death-Gaze and Magical Attack. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The race that you should pick depends on what aspect of the priest you want to leverage the most. Halflings are my personal choice, as that gives you the most health potions to make use of. Orcs are a good second, as their base damage bonus lines up quite nicely with the Priest's +100% damage against undead class trait, especially since almost every monster in this dungeon is undead. &lt;br /&gt;
&lt;br /&gt;
If you're doing this early on, you might not have access to these more exotic options. In that case, humans are probably the best way to go, as the only other race that synergizes with the Priest would be the Dwarves, and the Priest needs more damage than he does health. &lt;br /&gt;
&lt;br /&gt;
This is a simple dungeon. Run around until you find one or two of the guaranteed spawn items. Use them to kill the highest level monsters that won't kill you back. Do not use any health potions. Do this until you can survive one hit from Bad Ash. Use Pepper the Dog to turn Bad Ash into an undead creature. Heal. Continue leveling until you reach level 9 or 10. Convert all glyphs except for GETINDARE and BYSSEPS(if you find them). Use your accumulated resources to damage Bad Ash while avoiding his 100% Death-Gaze via health potions. Repeat until he's dead. &lt;br /&gt;
&lt;br /&gt;
It'll be closer if using a human, but if you wait until you've acquired halflings, this challenge will be a breeze. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56416</id>
		<title>The Deadites</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Deadites&amp;diff=56416"/>
				<updated>2017-03-21T22:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Thenok: /* why not items apear in items page? because they can not be lockered and they apear nowhere else other map*/&lt;/p&gt;
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&lt;div&gt;[[File:Priest_Bronze.PNG|right|450px]]&lt;br /&gt;
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'''''The Deadites''''' is the {{c|Priest}} bronze [[Class Challenges|challenge]].  The boss is a unique {{m|Warlock}} named Bad Ash.  &lt;br /&gt;
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== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
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== Resources Available ==&lt;br /&gt;
There are 2 unique items that always spawn: the Chainsaw and the Boomstick ( +5 base damage and +10 max health each, can not be lockered). &lt;br /&gt;
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No altars, gold or shops, but boosters spawn normally.&lt;br /&gt;
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== Monsters Present ==&lt;br /&gt;
* {{m|Zombie}}s. Their high health and damage is annoying. Much like Wraiths, these will be difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. &lt;br /&gt;
* {{m|Wraith}}s. The Mana burn is annoying, and they do enough damage that you're going to have a lot of trouble killing them. Save them to secure a level-up.  &lt;br /&gt;
* {{m|Vampire}}s. Their high health and damage will make them difficult to beat until you can find one or two of the guaranteed spawn items. After that, they're easy. Be cautious if exploring at high levels: the health pool that you're likely to have means that vampires will gain ridiculous amounts of health from their Lifesteal trait. &lt;br /&gt;
* {{m|Heretic}}s. In addition to usual Warlock stats they have 100% Death-gaze. As such, try to avoid them. They can be easily killed if you are a higher level than them, as their health isn't very high.&lt;br /&gt;
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== Unique Dungeon Traits ==&lt;br /&gt;
One item that is essential is the Pepper the Dog. It works somewhat like the {{i|Badge of Honour}}. Instead of giving death protection, however, it turns the next thing that it hits after being consumed into an undead creature. Without this effect, the boss is very difficult to defeat.&lt;br /&gt;
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== Bad Ash ==&lt;br /&gt;
Bad Ash isn't too hard, but he's a little intimidating to start with. He has 112 attack and 636 health, with 100% Death-Gaze and Magical Attack. &lt;br /&gt;
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== Strategy ==&lt;br /&gt;
The race that you should pick depends on what aspect of the priest you want to leverage the most. Halflings are my personal choice, as that gives you the most health potions to make use of. Orcs are a good second, as their base damage bonus lines up quite nicely with the Priest's +100% damage against undead class trait, especially since almost every monster in this dungeon is undead. &lt;br /&gt;
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If you're doing this early on, you might not have access to these more exotic options. In that case, humans are probably the best way to go, as the only other race that synergizes with the Priest would be the Dwarves, and the Priest needs more damage than he does health. &lt;br /&gt;
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This is a simple dungeon. Run around until you find one or two of the guaranteed spawn items. Use them to kill the highest level monsters that won't kill you back. Do not use any health potions. Do this until you can survive one hit from Bad Ash. Use Pepper the Dog to turn Bad Ash into an undead creature. Heal. Continue leveling until you reach level 9 or 10. Convert all glyphs except for GETINDARE and BYSSEPS(if you find them). Use your accumulated resources to damage Bad Ash while avoiding his 100% Death-Gaze via health potions. Repeat until he's dead. &lt;br /&gt;
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It'll be closer if using a human, but if you wait until you've acquired halflings, this challenge will be a breeze. &lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Thenok</name></author>	</entry>

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