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		<id>http://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Unidentified+Tower</id>
		<title>DDwiki - User contributions [en]</title>
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		<updated>2026-04-19T19:31:31Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Trapped_Chest&amp;diff=57160</id>
		<title>Trapped Chest</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Trapped_Chest&amp;diff=57160"/>
				<updated>2019-08-19T01:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: They're in the later Thief challenges too, not just the first one. Also this page had no words so here are some words, only some of which are editorialization on Garrett being a lousy thief&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Trapped Chest&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=270%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|First Strike}}&lt;br /&gt;
{{t|No Experience}}&lt;br /&gt;
{{t|Bloodless}}&lt;br /&gt;
{{t|Magic Immune}}&lt;br /&gt;
|Unlock=Dungeon Specific&lt;br /&gt;
|Locations=&lt;br /&gt;
{{CC|Thief|Bronze|The Dark Project}}&lt;br /&gt;
{{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
{{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Trapped Chest is a special monster that appears only in the {{c|Thief}} [[Class Challenges]]. They have very high attack power, and between their {{t|First Strike}} and {{t|Magic Immune}} traits, there is no way to defeat them without suffering their attack. However, their health is low, so the only challenge is for the player to get enough health survive a single hit from the Trapped Chest, as by that point the player will almost certainly have enough attack power to defeat it in one hit.&lt;br /&gt;
&lt;br /&gt;
Despite the {{t|No Experience}} trait, Trapped Chests are a high priority to kill, as each one drops a [[Glyphs|glyph]] or other [[Items|item]], which range from helpful to indispensable in completing the dungeon. The number and levels of Trapped Chests that spawn are not random, and instead remain constant each time the same challenge is run. Their rewards are similarly not random but are predetermined according to the Trapped Chests' levels; see the [[The Dark Project|individual]] [[The Metal Age|class]] [[Deadly Shadows|challenges']] pages for full details of which chest contains which prize.&lt;br /&gt;
&lt;br /&gt;
In terms of flavor, the Trapped Chest is not a monster at all, but a treasure chest with loot inside. However, the treasure chest is booby-trapped to grievously injure any [[Thief]] who tries to open it and steal the contents. Garrett, the protagonist of the Thief class challenges, seems either to not be skilled enough to disarm the traps or to simply deem disarming not worth his while, and gets through the traps by becoming healthy enough to survive them instead of by avoiding them.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Frozen_Troll&amp;diff=57159</id>
		<title>Frozen Troll</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Frozen_Troll&amp;diff=57159"/>
				<updated>2019-08-19T01:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: They're in Berserker Camp too!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Frozen Troll&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=65%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Cowardly}}&lt;br /&gt;
{{t|Magical Attack}}&lt;br /&gt;
{{t|Physical resist}} 50%&lt;br /&gt;
{{t|Magic resist}} 50%&lt;br /&gt;
|Unlock=Dungeon Specific&lt;br /&gt;
|Locations=&lt;br /&gt;
{{d|Berserker Camp}}&lt;br /&gt;
{{d|Namtar's Lair}}&lt;br /&gt;
----&lt;br /&gt;
{{CC|Assassin|Bronze|Winter is Coming}}&lt;br /&gt;
{{CC|Assassin|Gold|In Cold Blood}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Frozen Troll is one kind of trolls, only found in {{d|Berserker Camp}}, {{d|Namtar's Lair}}, and some class challenges. Instead {{t|fast regen}}, it has 50% of both resistances. As a result, it is identical to {{m|Meat Man}} in terms of damage and health; but it heals twice as fast, so regen-fighting it is very hard. Additionally, {{t|magic resist}} 50% makes {{s|APHEELSIK}} less efficient. Combined with the dungeon's high difficulty modifier, standard characters will not be able to kill higher level frozen trolls when in Namtar's Lair.&lt;br /&gt;
&lt;br /&gt;
Though the monster is very hard to fight, if you have {{s|BYSSEPS}}, or [[knockback]] plus {{boon|Stone Form}} it is possible to erode its resists and finally beat him. Because frozen trolls appear in Namtar's Lair and {{g|Binlor Ironshield}} is a perfect god to worship in the dungeon, it is an effective way to kill this monster. There are plenty of walls to make a knockback chain. Moreover, Binlor gives {{t|Magic resist}} which makes the fight even easier. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=57158</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=57158"/>
				<updated>2019-08-18T20:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Non-Lockerable */ Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5% |CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
| 5.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
| 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5%|CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| {{s|BURNDAYRAZ}} reduces enemy resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| {{q|Double Take}}&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed ({{s|ENDISWAL}} or knockback)&lt;br /&gt;
| {{q|Bonus Bravery: Slime Pit}}&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
| 4.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Soul.png]]&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the {{d|Cursed Oasis}} ''(a prepared {{i|Dragon Soul}} will not prevent this)''&lt;br /&gt;
| {{q|Bonus Bravery: Oasis}}, also dropped by the Cursed Shade in the {{d|Cursed Oasis}}&lt;br /&gt;
| 23&lt;br /&gt;
| 50&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| {{q|Ice and Fury}}&lt;br /&gt;
| 20&lt;br /&gt;
| 12&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for {{gold|(4+2n)}}&lt;br /&gt;
| {{q|The Realm's Finest}}&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting {{s|BURNDAYRAZ}}; small item&lt;br /&gt;
| {{q|Halflings, Ho!}}&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| {{q|Minecraft}}&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| {{q|Confidence}}&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 {{t|Damage Reduction}} per character level; your attacks are {{t|Slowed}}&lt;br /&gt;
| {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
| 3.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 4.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
| 3.1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
| 2.1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Provides 5 health and 3 mana when carried. When activated, the orb is consumed and every enemy on the current level will have its maximum health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slayer Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes mana burn&lt;br /&gt;
| Always Available&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 2&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 4&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
&lt;br /&gt;
Do not use Reflex potion with this as you do not get additional one hit. &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop Scroll.png]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjacent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
&lt;br /&gt;
Works even on level-ups past level 10.&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;
|[[Subdungeons|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;
|[[Subdungeons|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;
|[[Subdungeons|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;
|[[Subdungeons|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;
|[[Subdungeons|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 {{d|Halls of Steel}}. Also in a [[Subdungeons|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;
| [[Subdungeons|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;
| [[Subdungeons|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}} and the [[Cha'Dylan]] sub&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, click 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>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=57157</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=57157"/>
				<updated>2019-08-18T20:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Special Quest Items with Codex Entries: */ Gate Scroll doesn't consume&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5% |CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
| 5.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
| 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5%|CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| {{s|BURNDAYRAZ}} reduces enemy resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| {{q|Double Take}}&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed ({{s|ENDISWAL}} or knockback)&lt;br /&gt;
| {{q|Bonus Bravery: Slime Pit}}&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
| 4.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Soul.png]]&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the {{d|Cursed Oasis}} ''(a prepared {{i|Dragon Soul}} will not prevent this)''&lt;br /&gt;
| {{q|Bonus Bravery: Oasis}}, also dropped by the Cursed Shade in the {{d|Cursed Oasis}}&lt;br /&gt;
| 23&lt;br /&gt;
| 50&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| {{q|Ice and Fury}}&lt;br /&gt;
| 20&lt;br /&gt;
| 12&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for {{gold|(4+2n)}}&lt;br /&gt;
| {{q|The Realm's Finest}}&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting {{s|BURNDAYRAZ}}; small item&lt;br /&gt;
| {{q|Halflings, Ho!}}&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| {{q|Minecraft}}&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| {{q|Confidence}}&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 {{t|Damage Reduction}} per character level; your attacks are {{t|Slowed}}&lt;br /&gt;
| {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
| 3.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 4.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
| 3.1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
| 2.1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Provides 5 health and 3 mana when carried. When activated, the orb is consumed and every enemy on the current level will have its maximum health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slayer Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes mana burn&lt;br /&gt;
| Always Available&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 2&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 4&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
&lt;br /&gt;
Do not use Reflex potion with this as you do not get additional one hit. &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop Scroll.png]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjacent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
&lt;br /&gt;
Works even on level-ups past level 10.&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}} and the [[Cha'Dylan]] sub&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, click 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>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57156</id>
		<title>Bridge Troll</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57156"/>
				<updated>2019-08-17T23:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: It's not called Slayer's Wand, I'm a dummy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|Name=Bridge Troll&lt;br /&gt;
|HP=125%&lt;br /&gt;
|Att=75%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Fast regen}}&lt;br /&gt;
{{t|Berserks}} at 50%&lt;br /&gt;
{{t|Physical resist}} 50%&lt;br /&gt;
{{t|Magic resist}} 50%&lt;br /&gt;
{{t|Pacifist}}&lt;br /&gt;
|Locations=&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|Unlock=Dungeon Specific&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll is a special monster. A single level 5 Bridge Troll appears in the {{d|Havendale Bridge}} dungeon, blocking the bridge between the two halves on the dungeon. Initially {{t|Pacifist}}, when you talk to it, it will offer to let you pass for 20 gold. Agreeing to pay 20 gold will remove the Bridge Troll from the dungeon. If you choose to fight it instead, it will lose the {{t|Pacifist}} trait and can be fought normally.&lt;br /&gt;
&lt;br /&gt;
Due to its high resistances, the Bridge Troll is much stronger than a normal level 5 monster. Fortunately, there are ways to get it out of the way without fighting it or paying it. It can be pushed out of the way with {{s|PISORF}} or {{t|Knockback}}, teleported out of the way with {{s|WEYTWUT}}, or even petrified with {{s|IMAWAL}} so that its statue can be destroyed with {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
However, killing the Bridge Troll is very rewarding, as it always drops a {{i|Sensation Stone}} worth 150 conversion points. The {{i|Really Big Sword}} can be a useful way of bypassing its high resistances.&lt;br /&gt;
&lt;br /&gt;
The {{i|Slayer Wand}} is not a viable option, as using it on the Bridge Troll causes it to respawn as a level 10 Bridge Troll, with appropriately inflated stats. This does give you a second {{i|Sensation Stone}} as both Bridge Trolls drop one, but this is unlikely to be worth the cost.&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll also appears as a miniboss in the {{d|Tower of Gaan-Telet}} and {{d|Vicious Gaan-Telet}}. Here, it lacks the initial {{t|Pacifist}} trait and there is no option other than to fight it, but it still drops the {{i|Sensation Stone}}.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57155</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57155"/>
				<updated>2019-08-17T22:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Resistances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but makes you {{t|Poisoned}} immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but makes you {{t|Poisoned}} each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health.&lt;br /&gt;
** '''{{i|Naga Cauldron}}:''' increases this effect by 5% per debuff the player has an enables overhealing.&lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons.&lt;br /&gt;
* '''{{c|Thief}}:''' slightly restores health when drinking a {{i|Mana Potion}} with {{a|SURVIVOR}}. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent with {{a|ESSENCE TRANSIT}}.&lt;br /&gt;
* '''{{c|Rat Monarch}}:''' restores health with each [[items|item]] purchased with {{a|REGAL PERKS}}.&lt;br /&gt;
* '''{{c|Goatperson}}:''' fully restores health (and mana) with each conversion threshold reached.&lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled while {{t|Poisoned}}.&lt;br /&gt;
** '''{{c|Monk}}:''' restores an extra 1 unit health with each tile explored with {{a|DISCIPLINE}}. &lt;br /&gt;
** '''{{c|Chemist}}:''' restores an extra 1 unit health with each tile explored while in Health Form from {{a|COLOURANTS}}.&lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
* Occasional dungeon- or [[subdungeons|subdungeon]]-specified items, including:&lt;br /&gt;
** '''{{i|Essence Potion}}:''' restores the health (and mana) spent creating it when consumed. Created at the altar of the [[Metal Spider Temple]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' fully restores health (and mana) when consumed, and increases their maximum values. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' provides +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' provides +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' provides +1 base attack. Uses a small inventory space.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Tithe}} and {{boon|Blood Hunger}} each provide +1 base attack each time they are purchased. &lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Blade of Yin}} and {{i|Yang's Sword}}:''' provide +3 base attack each until consumed for {{t|Death Protection}}. Each takes a small inventory slot. Dropped by [[Yin and Yang]] in [[Yin and Yang|their]] [[subdungeons|subdungeon]]; {{i|Yang's Sword}} also appears in {{d|Tower of Gaan-Telet}} and {{d|Vicious Gaan-Telet}}.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +2 base attack and +1 maximum mana, but inflicts a penalty to these stats when converted.&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 base attack and +1 maximum mana.&lt;br /&gt;
** [[Vegetarian Vampire]] [[subdungeons|subdungeon]]: provides +1 to base damage with each Strength Syrup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of ways of permanently increasing bonus damage.&lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points.&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage from {{a|MAGESLAY}}, and have another +20% while fighting against higher level enemy from {{a|BLOODLUST}}. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage from {{a|DANGEROUS}}. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy from {{a|POISONED BLADE}}. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage from {{a|DETERMINED}} if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can [[knockback]] the target to something, it's equal to having bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides {{t|Knockback}} from {{boon|Stone Fist}} and recurring {{t|Might}} from {{t|Stone Form}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides +1% bonus damage per {{i|Prayer Bead}} with the expensive {{boon|Enlightenment}}.&lt;br /&gt;
* '''{{s|BYSSEPS}}:''' provides a cheap recurring source of {{t|Might}}, which acts as +30% bonus damage.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Wisp Gem}}:''' provides +5% bonus damage; takes up a small item slot.&lt;br /&gt;
** '''{{i|Goat Horn}}:''' provides +5% bonus damage; takes up a small item slot.&lt;br /&gt;
** '''{{i|Bound Sword}}:''' provides +15% bonus damage, but can't be converted.&lt;br /&gt;
** '''{{i|Pepper the Dog}}:''' provides +10% bonus damage until consumed to turn an enemy {{t|Undead}}.&lt;br /&gt;
** [[Vegetarian Vampire]] [[subdungeons|subdungeon]]: provides +5% bonus damage with each Cake of Attack Boost recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because {{t|Corrosive}} is not applied when the player deals zero damage with an attack.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Ritual Scroll}}:''' +5% to both resists when consumed, but makes the player {{t|Cursed}}.&lt;br /&gt;
** '''{{i|Tokoloshe Charm}}:''' +5% magic resist, small item slot. Most common in {{d|Havendale Bridge}}, where every {{m|Tokoloshe}} drops one.&lt;br /&gt;
** '''{{i|ARMOUR.EXE}}:''' +20% physical resist. Obtained by sacrificing {{s|ENDISWAL}} in the Northern [[WIZARD.EXE]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Whisper Charm}}:''' +4% physical resist, small item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances.&lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57154</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57154"/>
				<updated>2019-08-17T22:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Attack Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but makes you {{t|Poisoned}} immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but makes you {{t|Poisoned}} each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health.&lt;br /&gt;
** '''{{i|Naga Cauldron}}:''' increases this effect by 5% per debuff the player has an enables overhealing.&lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons.&lt;br /&gt;
* '''{{c|Thief}}:''' slightly restores health when drinking a {{i|Mana Potion}} with {{a|SURVIVOR}}. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent with {{a|ESSENCE TRANSIT}}.&lt;br /&gt;
* '''{{c|Rat Monarch}}:''' restores health with each [[items|item]] purchased with {{a|REGAL PERKS}}.&lt;br /&gt;
* '''{{c|Goatperson}}:''' fully restores health (and mana) with each conversion threshold reached.&lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled while {{t|Poisoned}}.&lt;br /&gt;
** '''{{c|Monk}}:''' restores an extra 1 unit health with each tile explored with {{a|DISCIPLINE}}. &lt;br /&gt;
** '''{{c|Chemist}}:''' restores an extra 1 unit health with each tile explored while in Health Form from {{a|COLOURANTS}}.&lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
* Occasional dungeon- or [[subdungeons|subdungeon]]-specified items, including:&lt;br /&gt;
** '''{{i|Essence Potion}}:''' restores the health (and mana) spent creating it when consumed. Created at the altar of the [[Metal Spider Temple]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' fully restores health (and mana) when consumed, and increases their maximum values. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' provides +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' provides +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' provides +1 base attack. Uses a small inventory space.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Tithe}} and {{boon|Blood Hunger}} each provide +1 base attack each time they are purchased. &lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Blade of Yin}} and {{i|Yang's Sword}}:''' provide +3 base attack each until consumed for {{t|Death Protection}}. Each takes a small inventory slot. Dropped by [[Yin and Yang]] in [[Yin and Yang|their]] [[subdungeons|subdungeon]]; {{i|Yang's Sword}} also appears in {{d|Tower of Gaan-Telet}} and {{d|Vicious Gaan-Telet}}.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +2 base attack and +1 maximum mana, but inflicts a penalty to these stats when converted.&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 base attack and +1 maximum mana.&lt;br /&gt;
** [[Vegetarian Vampire]] [[subdungeons|subdungeon]]: provides +1 to base damage with each Strength Syrup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of ways of permanently increasing bonus damage.&lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points.&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage from {{a|MAGESLAY}}, and have another +20% while fighting against higher level enemy from {{a|BLOODLUST}}. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage from {{a|DANGEROUS}}. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy from {{a|POISONED BLADE}}. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage from {{a|DETERMINED}} if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can [[knockback]] the target to something, it's equal to having bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides {{t|Knockback}} from {{boon|Stone Fist}} and recurring {{t|Might}} from {{t|Stone Form}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides +1% bonus damage per {{i|Prayer Bead}} with the expensive {{boon|Enlightenment}}.&lt;br /&gt;
* '''{{s|BYSSEPS}}:''' provides a cheap recurring source of {{t|Might}}, which acts as +30% bonus damage.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Wisp Gem}}:''' provides +5% bonus damage; takes up a small item slot.&lt;br /&gt;
** '''{{i|Goat Horn}}:''' provides +5% bonus damage; takes up a small item slot.&lt;br /&gt;
** '''{{i|Bound Sword}}:''' provides +15% bonus damage, but can't be converted.&lt;br /&gt;
** '''{{i|Pepper the Dog}}:''' provides +10% bonus damage until consumed to turn an enemy {{t|Undead}}.&lt;br /&gt;
** [[Vegetarian Vampire]] [[subdungeons|subdungeon]]: provides +5% bonus damage with each Cake of Attack Boost recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because {{t|Corrosive}} is not applied when the player deals zero damage with an attack.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57153</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57153"/>
				<updated>2019-08-17T22:17:34Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Health Restoration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but makes you {{t|Poisoned}} immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but makes you {{t|Poisoned}} each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health.&lt;br /&gt;
** '''{{i|Naga Cauldron}}:''' increases this effect by 5% per debuff the player has an enables overhealing.&lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons.&lt;br /&gt;
* '''{{c|Thief}}:''' slightly restores health when drinking a {{i|Mana Potion}} with {{a|SURVIVOR}}. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent with {{a|ESSENCE TRANSIT}}.&lt;br /&gt;
* '''{{c|Rat Monarch}}:''' restores health with each [[items|item]] purchased with {{a|REGAL PERKS}}.&lt;br /&gt;
* '''{{c|Goatperson}}:''' fully restores health (and mana) with each conversion threshold reached.&lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled while {{t|Poisoned}}.&lt;br /&gt;
** '''{{c|Monk}}:''' restores an extra 1 unit health with each tile explored with {{a|DISCIPLINE}}. &lt;br /&gt;
** '''{{c|Chemist}}:''' restores an extra 1 unit health with each tile explored while in Health Form from {{a|COLOURANTS}}.&lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
* Occasional dungeon- or [[subdungeons|subdungeon]]-specified items, including:&lt;br /&gt;
** '''{{i|Essence Potion}}:''' restores the health (and mana) spent creating it when consumed. Created at the altar of the [[Metal Spider Temple]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' fully restores health (and mana) when consumed, and increases their maximum values. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' +1 base attack. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' some boons provides +1 base attack. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of permanently increasing bonus damage. &lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points. &lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage, and have another +20% while fighting against higher level enemy. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can knockback the target to something, it's equal to have a bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides [[knockback]] and {{t|Might}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because zero attack still activates enemy's corrosion damage, unlike player's {{t|corrosion}}.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57152</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57152"/>
				<updated>2019-08-17T22:04:31Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Maximum Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but makes you {{t|Poisoned}} immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but makes you {{t|Poisoned}} each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health. &lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent. &lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore health and mana. &lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled by {{t|poisoned}}. &lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' +1 base attack. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' some boons provides +1 base attack. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of permanently increasing bonus damage. &lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points. &lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage, and have another +20% while fighting against higher level enemy. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can knockback the target to something, it's equal to have a bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides [[knockback]] and {{t|Might}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because zero attack still activates enemy's corrosion damage, unlike player's {{t|corrosion}}.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57151</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57151"/>
				<updated>2019-08-17T22:03:56Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Maximum Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but makes you {{t|Poisoned}} immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but makes you {{t|Poisoned}} each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life Steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health. &lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent. &lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore health and mana. &lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled by {{t|poisoned}}. &lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' +1 base attack. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' some boons provides +1 base attack. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of permanently increasing bonus damage. &lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points. &lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage, and have another +20% while fighting against higher level enemy. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can knockback the target to something, it's equal to have a bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides [[knockback]] and {{t|Might}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because zero attack still activates enemy's corrosion damage, unlike player's {{t|corrosion}}.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Spider_Amulet.png&amp;diff=57150</id>
		<title>File:Spider Amulet.png</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Spider_Amulet.png&amp;diff=57150"/>
				<updated>2019-08-17T22:02:42Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Needed for {{i|Spider Amulet}} templating. Hopefully this is actually the right color and the Items page didn't lie to me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Needed for {{i|Spider Amulet}} templating. Hopefully this is actually the right color and the [[Items]] page didn't lie to me.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57149</id>
		<title>Health and Attack</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Health_and_Attack&amp;diff=57149"/>
				<updated>2019-08-17T22:00:41Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Maximum Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health is a resource to attack enemies. Attack Power is a melee power of your character, which consist of two capacities: Base Attack and Bonus Damage%. Because health is directly converted into damage dealt, whose efficiency is determined by your attack power, the attack power and health is closely interwined. Some defensive options like resistances have their own sites somewhere in this complicated relation. &lt;br /&gt;
&lt;br /&gt;
==Maximum Health==&lt;br /&gt;
Maximum Health, or a Health Bar, determines how much you can '''burst damage''' without exploring a single tile. Because the health left becomes irrelevant if you cannot tank one more hit, expanding maximum health a bit is sometimes not very meaningful, but at a threshold it becomes more meaningful. Of course, this threshold depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
Expanding maximum health has no effect on your [[Battle of attrition|regen-fighting]] ability. Instead, it makes your %-based healing options more powerful. &lt;br /&gt;
&lt;br /&gt;
There are two options on maximum health: the '''one per level''' type and '''flat''' type. One per level type contains health boosters and {{r|Dwarf}}'s racial bonus. These bonus recalculates every time you level up; so taking these upgrades early does not mean you'll be weaker on higher levels. Let's say this called one unit health. The following list contains all methods to boost the health bar. Raising the health bar doesn't heal you up; the health booster is an only exception. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' recalculates your maximum health based on your new level. Standard characters starts with 10 unit health. &lt;br /&gt;
* '''{{Health-Booster}}:''' when picked up, increases 1 unit health permanently. This also heals you up, depending on your current health percentage. &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Health-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Health Boosters [[preparations|preparation]]:''' adds two extra {{Health-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Dwarf}}:''' 80 conversion bonus increases 1 unit health. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides a flat +4 maximum health boost with each use of {{boon|Vine Form}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' provides a flat +4 maximum health boost with each use of {{boon|Absolution}}.&lt;br /&gt;
** '''{{i|Prayer Bead}}:''' provides an additional flat +1 maximum health apiece with the purchase of the expensive {{boon|Enlightenment}} boon.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' provides a large flat maximum health boost with {{boon|Boost Health}}, but requires you to sacrifice a {{i|Health Potion}} in trade for each +20.&lt;br /&gt;
* '''{{g|The Pactmaker}}:''' provides a flat +1 maximum health at the cost of {{Piety|3}} each time an enemy is slain with {{boon|Warrior's Pact}}. &lt;br /&gt;
* '''{{c|Priest}}:''' starts with +3 unit health.&lt;br /&gt;
* '''{{c|Half-Dragon}}:''' starts with a flat +10 health.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5 maximum health. &lt;br /&gt;
* '''{{i|Bloody Sigil}}:''' provides a flat +5 maximum health and +1 regeneration rate when in inventory, but deducts 10% damage bonus. &lt;br /&gt;
* '''{{i|Pendant of Health}}:''' provides a flat +10 maximum health when in inventory. &lt;br /&gt;
* '''{{i|Troll Heart}}:''' provides a flat +2 maximum health whenever you level up; bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides a flat +5 maximum health plus some other benefits when in inventory. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' provides a flat +2 maximum health whenever you level up, and +20% damage bonus; the health bonus is not lost when the item is converted. &lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and a flat +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Alchemist Scroll}}:''' provides a flat +8 maximum health at the cost of 3 gold whenever you quaff a potion, but can be activated only once per level. Bonus is not lost when converted. &lt;br /&gt;
* Various dungeon- or subdungeon-specific items, including:&lt;br /&gt;
** '''{{i|Nom Nom}}:''' provides +1 unit health when consumed, but {{t|Poison}}s you immediately.&lt;br /&gt;
** '''{{i|Spider Amulet}}:''' provides a flat +10 maximum health when in inventory, but {{t|Poison}}s you each time you level up.&lt;br /&gt;
** '''{{i|Dragon Heart}}:''' provides a flat +3 maximum health whenever you level up; bonus is not lost when the item is converted.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides a flat +10 to maximum health, some maximum mana, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides a flat +5 maximum health with each Health Broth recipe brewed.&lt;br /&gt;
&lt;br /&gt;
Also, there are several ways to overheal yourself, such as {{t|Life Steal}} and {{boon|Scholar's Pact}}. Overheal is capped on 150% of your health bar.&lt;br /&gt;
&lt;br /&gt;
==Health Restoration==&lt;br /&gt;
Similar to [[mana]] restoration, nearly all health restoration methods are based on percentage of your maximum health. Exploration, Life steal, Sorcerer and HALPMEH are the only exceptions. &lt;br /&gt;
&lt;br /&gt;
Unlike mana, you should not care about the special 'thresholds' that mana bar cares about. For example, having an even maximum mana is critical to mana restoration by {{boon|Refreshment}} since it rounds down, but health bar is already too big so it does not make big difference. &lt;br /&gt;
&lt;br /&gt;
Though there are many health restoration based on health bar, your general method to restore health is exploration, which does not care about how big your health bar is. The following list contains most methods to restore health. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Health Potion}}:''' restores 40% (100% for a {{c|Priest}}, 10% for a {{c|Chemist}}) of your maximum health. &lt;br /&gt;
* '''{{t|Life steal}}:''' a special way to restore health, granted by several methods. &lt;br /&gt;
* '''{{t|Sanguine}}:''' a special way to restore health based on your maximum health. This will be explained later. &lt;br /&gt;
* '''{{i|Fire Heart}}:''' charges up every time you cast a spell, and can be activated to restore a certain percentage of maximum health. &lt;br /&gt;
* '''{{i|Rock Heart}}: ''' restores 1 unit health when one or more walls are broken. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' restores health (and mana) with {{boon|Protection}}. &lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' restores health (and mana) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}. &lt;br /&gt;
* '''{{g|Dracul}}:''' provides various ways to restore health with many boons. &lt;br /&gt;
* '''{{c|Sorcerer}}:''' restores 2 health per mana spent. &lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore health and mana. &lt;br /&gt;
* '''Exploration:''' restores 1 unit health and 1 mana per square. Health restoration is disabled by {{t|poisoned}}. &lt;br /&gt;
* '''{{s|HALPMEH}}:''' restores 4 unit health (5 if {{c|Paladin}}).&lt;br /&gt;
&lt;br /&gt;
==Attack Power==&lt;br /&gt;
Your attack power is a multiplication of '''base attack''' and (100% +'''bonus damage'''). Base attack is 5×(your level) by default, and bonus damage start from 0%. You find three damage boosters which adds +10% bonus damage in a dungeon, so your bonus damage ends up at 130%. Balancing between these two is important for making a powerful melee character. See [[orc]] page to compare those two. &lt;br /&gt;
&lt;br /&gt;
Higher attack power means your health becomes more efficient. To become 10% stronger in attack power is roughly equal to have 10% maximum health, speaking of burst damage. But unlike the maximum health, it increase the power of [[Battle of attrition|regen-fight]]. High attack power also increases the value of {{i|Quicksilver Potion}}, {{i|Reflex Potion}}, {{t|First Strike}} and {{t|Death Protection}}. &lt;br /&gt;
&lt;br /&gt;
Base attack is harder to obtain, and becomes less effective as you level. Being {{r|Orc}} is the only practical and reliable method to gain large enough base attack. The list below shows most methods of increasing your base attack, except temporary effects. &lt;br /&gt;
&lt;br /&gt;
* '''Level-up:''' +5 base attack. {{c|Monk}} only gets +3 and {{c|Rat Monarch}} only gets +1. &lt;br /&gt;
* '''{{r|Orc}}:''' +2 base attack per 80 conversion points. See [[orc]] page for detailed description. &lt;br /&gt;
* '''{{i|Fine Sword}}:''' +4 base attack. &lt;br /&gt;
* '''{{i|Spoon}}:''' +1 base attack. &lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +2 base attack and some other bonuses. &lt;br /&gt;
* '''{{i|Trisword}}:''' provides +2 base attack. This items becomes temporarily more powerful when you quaff a potion, but it degrades. &lt;br /&gt;
* '''{{i|Sword}}:''' provides +2 base attack. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Blade}} gives you {{i|Skullpicker}} which gives you +5 base attack. &lt;br /&gt;
* '''{{g|Dracul}}:''' some boons provides +1 base attack. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus damage is easier to obtain. Here's the list of permanently increasing bonus damage. &lt;br /&gt;
&lt;br /&gt;
* '''{{Damage-Booster}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{r|Human}}:''' +10% bonus damage per 100 conversion points. &lt;br /&gt;
* '''{{c|Berserker}}:''' starts with +20% bonus damage, and have another +20% while fighting against higher level enemy. &lt;br /&gt;
* '''{{c|Rogue}}:''' starts with +40% bonus damage. &lt;br /&gt;
* '''{{c|Assassin}}:''' starts with -20% bonus damage, but have +40% damage against poisoned enemy. &lt;br /&gt;
* '''{{c|Warlord}}:''' +30% bonus damage if under half health at the exact striking instant. See [[Strike Order]]. &lt;br /&gt;
* '''{{t|Knockback}}:''' not exactly a bonus damage, but if you can knockback the target to something, it's equal to have a bonus damage. &lt;br /&gt;
* '''{{i|Badge of Honour}}:''' +10% bonus damage until used for {{t|Death Protection}}. &lt;br /&gt;
* '''{{i|Dwarven Gauntlets}}:''' +20% bonus damage. &lt;br /&gt;
* '''{{i|Perseverance Badge}}:''' +10% bonus damage. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a permanent flat +5% bonus damage. &lt;br /&gt;
* '''{{g|Binlor}}:''' provides [[knockback]] and {{t|Might}}, which all acts like a bonus damage. &lt;br /&gt;
* '''{{g|Taurog}}:''' all his boon except death protection grants +5% bonus damage, at the cost of -1 maximum mana. &lt;br /&gt;
* Vegetarian Vampire recipe&lt;br /&gt;
&lt;br /&gt;
Think about balance. For example, let's say you have 100% damage bonus (you are probably a human). At this moment, +10% damage bonus is not very meaningful. It effectively powers you up by only 5%. The item or glyph itself is probably more important than their conversion points. At an opposite manner, if you are a {{c|Gorgon}} and have -50% damage bonus, +10% damage bonus is extremely meaningful, it powers you up by 20% by result. This is one another reason why {{g|Binlor Ironshield}} is extremely helpful to a Gorgon. The same rule applies to base attack. &lt;br /&gt;
&lt;br /&gt;
Base attack will not decrease below 1 no matter how much you are {{t|weakened}}. If your base damage is 1 and you have negative damage bonus, your total attack power becomes zero. It's also possible to have zero attack by, for example, having 2 base damage and -60% damage bonus, but it's not meaningful. Zero attack can be exploited by infinite TT piety build. Unfortunately {{c|Rat Monarch}} cannot use this build because zero attack still activates enemy's corrosion damage, unlike player's {{t|corrosion}}.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Desktop Dungeon also features various ways to armour yourself. Similar to increasing attack, increasing defense is making your health more efficient, that is, you deal more damage per health. There are three methods to armour up, {{t|Physical resist}}/{{t|Magic resist}}, {{t|Life steal}} and {{t|Damage Reduction}}. &lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
&lt;br /&gt;
Resistances are very interesting defensive approach; unlike other stats becoming less effective by strengthening it to very high range which is just explaned above, getting high resistance is becomes effective more and more until it reaches to the maximum point. (If there was no maximum point, reaching 100% resists would auto-win any dungeon) This approach is called '''Resistance Stacking''', and is a default approach to many difficult and long dungeons. These are the ways to obtain permanent phyical or magic resistances:&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Berserker}}:''' starts with 50% magic resist. &lt;br /&gt;
* '''{{c|Monk}}:''' starts with 50% physical resist, have higher resists cap (75%, all other classes have 65% cap)&lt;br /&gt;
* '''{{c|Paladin}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{c|Gorgon}}:''' starts with 25% physical resist. &lt;br /&gt;
* '''{{i|Tower Shield}}:''' +10% physical resist. &lt;br /&gt;
* '''{{i|Elven Boots}}:''' +15% magical resist, but it's very expensive. &lt;br /&gt;
* '''{{i|Dragon Shield}}:''' +18% to both resists. This is the most efficient way to reliably and prematurely earn resists by far, out of class traits. &lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +4% resists to both. &lt;br /&gt;
* '''{{g|The Pactmaker}}:''' gradually increase both resists with {{boon|Body Pact}}. &lt;br /&gt;
* '''{{g|Binlor Ironshield}}:''' his boons increases your magic resists efficiently. &lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' his boons increases your magic resists, but it's not very efficient and cogs your inventory space. &lt;br /&gt;
* '''{{g|Dracul}}:''' {{boon|Blood Shield}} gives +15% on both resists. &lt;br /&gt;
* '''{{g|Taurog}}:''' +15% on physical and/or magic resist, but cogs your inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though resistances are very hard to obtain and stack, why resistances are so important? Because this is the only way to improve your melee ability if you already have high attack power. As described above, if you already have high base attack and bonus damage, stacking those have little effect on your melee power. When you have 100% bonus attack, +10% attack bonus only powers you up by 5%. But if you buy a {{i|Tower Shield}} to have +10% physical resist, your melee ability becomes 11% more powerful. Of course this gets even better if you stack resists. This also improves your regen-fighting ability. &lt;br /&gt;
&lt;br /&gt;
The one-time physical resistance, {{t|Stone Skin}}, is more like a one-time healing whose efficiency depends on the target's attack power. This does not become efficient when stacked on top of other resistances. &lt;br /&gt;
&lt;br /&gt;
===Life Steal===&lt;br /&gt;
&lt;br /&gt;
{{t|Life steal}} is a unique ability to heal yourself, or block some damage. You steal life by 1 unit health when attacking an enemy (2 unit health if versus lower level) per life steal. Life steal allows you to overheal. This can be a method of healing if you use bloodcows or popcorns. &lt;br /&gt;
&lt;br /&gt;
When you are actually fighting versus your target (unless bloodless), this works like cancelling out a flat amount of damage, similar to {{t|Damage Reduction}}. Because it is flat, it becomes more efficient when fighting versus enemy with low attack power, such as {{m|Meat Man}} or {{m|Forest Troll}}. &lt;br /&gt;
&lt;br /&gt;
Life steal synergies with resistances extremely well. Because resistance is considered in calculating damage, then life steal is done, life steal becomes more efficient when you have resistances. For example, let's say you have life steal and it recovers 10 points of damage, and the enemy's attack is 50. Then it blocks off 20% of its damage (you are 20% stronger), just like having 20% resists. But if you have 50% resists, then you recover 10 points of damage with 25 incoming damage, which is same as blocking 40% of its damage (you are 40% stronger). Or, just like having another 20% resists on top of 50%. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Life steal}} ability. &lt;br /&gt;
&lt;br /&gt;
* '''{{c|Vampire}}:''' starts with 1 life steal, and +1 stack per 120 conversion points. &lt;br /&gt;
* '''{{i|Vampiric Blade}} or {{i|Draining Blade}}:''' +1 life steal.&lt;br /&gt;
* '''{{g|Dracul}}:''' adds some life steal by sacrificing maximum resists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
{{t|Damage Reduction}} is one another defensive ability. Like the life steal, you block off a flat amount of damage, so it becomes more efficient if the enemy has low attack power. &lt;br /&gt;
&lt;br /&gt;
However, unlike life steal, damage reduction have no synergy with resistances. This is because damage reduction is first calculated, then resistances kick in. But this does not mean {{i|Platemail}} is inefficient when you have resists! It's just equal, no synergy nor anti-synergy. For example, let's say you have 20 damage reduction and enemy's attack is 50. Then it blocks off 40% of its damage (you are 40% stronger). If you have 50% resists, then the damage done is (50-20)×50% = 15, and you are blocking 40% of its damage (you are 40% stronger). This concludes resistance and damage reduction have no interplay; the efficiency of damage reduction only depends on your enemy's attack power. &lt;br /&gt;
&lt;br /&gt;
There are only a few ways to obtain {{t|Damage Reduction}} ability, and most of them are negligible at higher levels. &lt;br /&gt;
&lt;br /&gt;
* '''{{i|Shield}}:''' -2 damage reduction. You can prepare one and find another one in the secret blacksmith [[subdungeon]]. &lt;br /&gt;
* '''{{i|Platemail}}:''' -2×(your level) damage reduction. This is the only way to achieve high damage reduction. &lt;br /&gt;
* '''{{g|Taurog}}:''' {{boon|Taurog's Shield}} gives you {{i|Wereward}} which gives you -5 damage reduction. &lt;br /&gt;
* '''{{g|The Earthmother}}:''' provides some damage reduction, but cost increase each time you take the boon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One interesting thing is it can reduce damage done by {{t|Retaliate: Fireball}}. Since retaliation has low damage, damage reduction (especially Platemail) works better. This is what a life steal cannot do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57148</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57148"/>
				<updated>2019-08-17T21:39:48Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Increasing Maximum Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|Mana Burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Mana-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Mana Boosters [[preparations|preparation]]:''' adds two extra {{Mana-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana with {{boon|Magic}}, but more importantly offers the unique ability to lower the mana cost of key glyphs with {{boon|Mystic Balance}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana with {{boon|Boost Mana}}, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a +5 increase to maximum mana with {{boon|Enlightenment}} at an extremely high piety cost.&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to maximum mana with {{a|ARCANE KNOWLEDGE}}.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' provides +2 to maximum mana.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other bonus stats.&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|Magic resist}}ance, but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters up to a maximum of +5, but also an increasing damage penalty.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 to maximum mana and base damage.&lt;br /&gt;
** '''{{i|Mystera Scripture}}:''' provides +1 to maximum mana when consumed.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +1 to maximum mana and some base damage, but inflicts a penalty if converted.&lt;br /&gt;
** '''{{i|Ritual Scroll}}:''' provides +1 to maximum mana and some resistances when consumed, at the cost of 3 stacks of {{t|Cursed}}.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides +1 to maximum mana, some maximum health, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides +1 to maximum mana with each Magi Soup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|Mana Burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down).&lt;br /&gt;
** '''{{c|Bloodmage}}:''' increases this effect to 60% with {{a|POWER-HUNGRY}}.&lt;br /&gt;
** '''{{i|Naga Cauldron}}:''' increases this effect by 5% per debuff the player has.&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|Mana Burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of [[gold]]) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{i|Dragon Soul}}:''' has a chance to restore mana immediately after it is spent.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with {{boon|Refreshment}}.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with {{boon|Clearance}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with {{boon|Protection}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana.&lt;br /&gt;
* '''{{c|Thief}}:''' slightly restores mana when drinking a {{i|Health Potion}} with {{a|SURVIVOR}}.&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time they consume a blood pool with {{a|SANGUINE}}.&lt;br /&gt;
* '''{{c|Chemist}}:''' restores an extra point of mana with each tile explored while in Mana Form from {{a|COLOURANTS}}. Negated by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{c|Rat Monarch}}:''' restores mana with each [[items|item]] purchased with {{a|REGAL PERKS}}.&lt;br /&gt;
* '''{{c|Goatperson}}:''' fully restores mana (and health) with each conversion threshold reached.&lt;br /&gt;
* Occasional dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Essence Potion}}:''' restores the mana (and health) spent creating it when consumed. Created at the altar of the [[Metal Spider Temple]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' fully restores mana (and health) when consumed, and increases their maximum values. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|Gnome}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57147</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57147"/>
				<updated>2019-08-17T21:35:57Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Restoring Mana */ Added a couple of missing effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|Mana Burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Mana-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Mana Boosters [[preparations|preparation]]:''' adds two extra {{Mana-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana with {{boon|Magic}}, but more importantly offers the unique ability to lower the mana cost of key glyphs with {{boon|Mystic Balance}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana with {{boon|Boost Mana}}, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a +5 increase to maximum mana with {{boon|Enlightenment}} at an extremely high piety cost.&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to maximum mana with {{a|ARCANE KNOWLEDGE}}.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' provides +2 to maximum mana.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other bonus stats.&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|Magic resist}}ance, but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters up to a maximum of +5, but also an increasing damage penalty.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 to maximum mana and base damage.&lt;br /&gt;
** '''{{i|Mystera Scripture}}:''' provides +1 to maximum mana when consumed.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +1 to maximum mana and some base damage, but inflicts a penalty if converted.&lt;br /&gt;
** '''{{i|Ritual Scroll}}:''' provides +1 to maximum mana and some resistances when consumed, at the cost of 3 stacks of {{t|Cursed}}.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides +1 to maximum mana, some maximum health, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides +1 mana with each Magi Soup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|Mana Burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% of your maximum mana (rounded down).&lt;br /&gt;
** '''{{c|Bloodmage}}:''' increases this effect to 60% with {{a|POWER-HUNGRY}}.&lt;br /&gt;
** '''{{i|Naga Cauldron}}:''' increases this effect by 5% per debuff the player has.&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|Mana Burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of [[gold]]) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{i|Dragon Soul}}:''' has a chance to restore mana immediately after it is spent.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with {{boon|Refreshment}}.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with {{boon|Clearance}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with {{boon|Protection}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana.&lt;br /&gt;
* '''{{c|Thief}}:''' slightly restores mana when drinking a {{i|Health Potion}} with {{a|SURVIVOR}}.&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time they consume a blood pool with {{a|SANGUINE}}.&lt;br /&gt;
* '''{{c|Chemist}}:''' restores an extra point of mana with each tile explored while in Mana Form from {{a|COLOURANTS}}. Negated by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{c|Rat Monarch}}:''' restores mana with each [[items|item]] purchased with {{a|REGAL PERKS}}.&lt;br /&gt;
* '''{{c|Goatperson}}:''' fully restores mana (and health) with each conversion threshold reached.&lt;br /&gt;
* Occasional dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Essence Potion}}:''' restores the mana (and health) spent creating it when consumed. Created at the altar of the [[Metal Spider Temple]] [[subdungeons|subdungeon]].&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' fully restores mana (and health) when consumed, and increases their maximum values. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|Gnome}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Essence_Potion.png&amp;diff=57146</id>
		<title>File:Essence Potion.png</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Essence_Potion.png&amp;diff=57146"/>
				<updated>2019-08-17T21:35:35Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Essence Potion sprite reuploaded for {{i|Essence Potion}} templating.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence Potion sprite reuploaded for {{i|Essence Potion}} templating.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57145</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57145"/>
				<updated>2019-08-17T21:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Increasing Maximum Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|Mana Burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Mana-Booster}} to the map with {{a|HOARDER}}.&lt;br /&gt;
** '''Extra Mana Boosters [[preparations|preparation]]:''' adds two extra {{Mana-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana with {{boon|Magic}}, but more importantly offers the unique ability to lower the mana cost of key glyphs with {{boon|Mystic Balance}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana with {{boon|Boost Mana}}, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a +5 increase to maximum mana with {{boon|Enlightenment}} at an extremely high piety cost.&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to maximum mana with {{a|ARCANE KNOWLEDGE}}.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' provides +2 to maximum mana.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other bonus stats.&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|Magic resist}}ance, but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters up to a maximum of +5, but also an increasing damage penalty.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 to maximum mana and base damage.&lt;br /&gt;
** '''{{i|Mystera Scripture}}:''' provides +1 to maximum mana when consumed.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +1 to maximum mana and some base damage, but inflicts a penalty if converted.&lt;br /&gt;
** '''{{i|Ritual Scroll}}:''' provides +1 to maximum mana and some resistances when consumed, at the cost of 3 stacks of {{t|Cursed}}.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides +1 to maximum mana, some maximum health, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides +1 mana with each Magi Soup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|Mana Burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% (60% for a {{c|Bloodmage}}) of your maximum mana (rounded down)&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|Mana Burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of [[gold]]) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with {{boon|Refreshment}}.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with {{boon|Clearance}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with {{boon|Protection}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool&lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|Gnome}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Hoarder.png&amp;diff=57144</id>
		<title>File:Hoarder.png</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Hoarder.png&amp;diff=57144"/>
				<updated>2019-08-17T21:12:27Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Thief trait reuploaded for {{t|Hoarder}} templating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thief trait reuploaded for {{t|Hoarder}} templating&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Strange_Mixture.png&amp;diff=57143</id>
		<title>File:Strange Mixture.png</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:Strange_Mixture.png&amp;diff=57143"/>
				<updated>2019-08-17T21:10:06Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Jadetooth's potion. Reupload of the Orc Tea sprite to make it work with {{i|Strange Mixture}} templating.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jadetooth's potion. Reupload of the Orc Tea sprite to make it work with {{i|Strange Mixture}} templating.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57142</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mana&amp;diff=57142"/>
				<updated>2019-08-17T21:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Increasing Maximum Capacity */ If Vegetarian Vampire is worth mentioning then Extra Mana Boosters and Penance certainly are.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Mana is a resource required to cast spells.  Every character class is capable of making use of mana, provided they have at least one [[glyphs|glyph]].  Spent mana can be regenerated by exploring tiles, with 1 point of mana recovered for every tile explored. However, the {{t|Mana Burn}} affliction will prevent you from recovering mana until it is cured. &lt;br /&gt;
&lt;br /&gt;
By default a character has a maximum mana capacity of 10 and each dungeon contains three {{Mana-Booster}}s, meaning that without other bonuses a character can expect to reach a maximum of 13 mana by the time the dungeon is completed.&lt;br /&gt;
&lt;br /&gt;
==Increasing Maximum Capacity==&lt;br /&gt;
The following methods can be used to increase your maximum mana capacity.&lt;br /&gt;
&lt;br /&gt;
* '''{{Mana-Booster}}:''' when picked up, your maximum mana is permanently increased by 1.  &lt;br /&gt;
** '''{{c|Thief}}:''' adds an extra {{Mana-Booster}} to the map with {{t|Hoarder}}.&lt;br /&gt;
** '''Extra Mana Boosters [[preparations|preparation]]:''' adds two extra {{Mana-Booster}}s to the map.&lt;br /&gt;
* '''{{r|Elf}}:''' conversion bonus can convert items to increase maximum mana.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' can provide a small increase to maximum mana with {{boon|Magic}}, but more importantly offers the unique ability to lower the mana cost of key glyphs with {{boon|Mystic Balance}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' can provide a large increase to maximum mana with {{boon|Boost Mana}}, but requires you to sacrifice a {{i|Mana Potion}} in trade for each +3.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' can provide a +5 increase to maximum mana with {{boon|Enlightenment}} at an extremely high piety cost.&lt;br /&gt;
* '''{{c|Sorcerer}}:''' begins with a significant +5 bonus to maximum mana with {{t|Arcane Knowledge}}.&lt;br /&gt;
* '''{{i|Patches the Teddy}}:''' provides random benefits when you level up; one possible bonus is a +1 increase to maximum mana.&lt;br /&gt;
* '''{{i|Pendant of Mana}}:''' provides +2 to maximum mana.&lt;br /&gt;
* '''{{i|Hero's Helm}}:''' provides +1 to maximum mana in addition to some other bonus stats.&lt;br /&gt;
* '''{{i|Elven Boots}}:''' provides +3 to maximum mana and bonus {{t|Magic resist}}ance, but is very expensive.&lt;br /&gt;
* '''{{i|Orb of Zot}}:''' provides +3 to maximum mana and +5 maximum health until used, but is very expensive.&lt;br /&gt;
* '''{{i|Mage Plate}}:''' provides a bonus to maximum mana that increases for higher level characters up to a maximum of +5, but also an increasing damage penalty.&lt;br /&gt;
* Various dungeon- or [[subdungeons|subdungeon]]-specific items, including:&lt;br /&gt;
** '''{{i|Dented Helm}}:''' provides +1 to maximum mana and base damage.&lt;br /&gt;
** '''{{i|Mystera Scripture}}:''' provides +1 to maximum mana when consumed.&lt;br /&gt;
** '''{{i|Penance}}:''' provides +1 to maximum mana and some base damage, but inflicts a penalty if converted.&lt;br /&gt;
** '''{{i|Ritual Scroll}}:''' provides +1 to maximum mana and some resistances when consumed, at the cost of 3 stacks of {{t|Cursed}}.&lt;br /&gt;
** '''{{i|Strange Mixture}}:''' provides +1 to maximum mana, some maximum health, and a full heal when consumed. Dropped by [[Jadetooth]] in their Northern [[subdungeons|subdungeon]].&lt;br /&gt;
** '''[[Vegetarian Vampire]] [[subdungeons|subdungeon]]:''' provides +1 mana with each Magi Soup recipe brewed.&lt;br /&gt;
&lt;br /&gt;
==Restoring Mana==&lt;br /&gt;
In addition to exploration, there are a number of ways to restore your mana.  Unless otherwise stated, all of these methods work even when under the influence of {{t|Mana Burn}}.&lt;br /&gt;
&lt;br /&gt;
* '''Level-Up:''' when you level up, your health and mana are fully restored&lt;br /&gt;
* '''{{i|Mana Potion}}:''' restores 40% (60% for a {{c|Bloodmage}}) of your maximum mana (rounded down)&lt;br /&gt;
* '''{{i|Schadenfreude Potion}}:''' the next time you are attacked, you restore a number of mana points equal to the damage sustained.  This effect is applied after {{t|Mana Burn}} (if applicable).&lt;br /&gt;
* '''{{i|Crystal Ball}}:''' charges up every time you cast a spell, and can be activated (at the cost of [[gold]]) to restore a number of mana points equal to the accrued charge.&lt;br /&gt;
* '''{{i|Blue Bead}}:''' restores 1 mana point for every monster slain.  This item is disabled by {{t|Mana Burn}}.&lt;br /&gt;
* '''{{i|Rock Heart}}:''' restores 1 mana point (and some hit points) when a wall is destroyed.&lt;br /&gt;
* '''{{g|Mystera Annur}}:''' restores mana with {{boon|Refreshment}}.&lt;br /&gt;
* '''{{g|The Earthmother}}:''' restores mana with {{boon|Clearance}}.&lt;br /&gt;
* '''{{g|Glowing Guardian}}:''' slightly restores mana (and health) with {{boon|Protection}}.&lt;br /&gt;
* '''{{g|Jehora Jeheyu}}:''' fully restores mana (and health) with {{boon|Chaos Avatar}} and {{boon|Last Chance}}.&lt;br /&gt;
* '''{{s|BLUDTUPOWA}}:''' this unique spell converts health into mana&lt;br /&gt;
* '''{{c|Bloodmage}}:''' restores 1 point of mana every time he consumes a blood pool&lt;br /&gt;
* '''{{c|Rat Monarch}} and {{c|Goatperson}}:''' both have special ways to restore mana and health.&lt;br /&gt;
&lt;br /&gt;
==Mana Thresholds==&lt;br /&gt;
An important concept for spellcasters is the idea of mana thresholds.  These are convenient maximum mana totals that allow you to cast specific glyph combinations.  While most of the time you can do tricks like exploring a single tile mid-battle to afford a spell you're just shy of, being able to conveniently cast the spell with no strings attached can be very important in its own right.  In addition, mana potions improve as your maximum mana increases and it's important to be aware when a +1 increase to your maximum mana will improve the value of all your potions (especially for {{r|Gnome}}, who can have ''a lot'' of potions)&lt;br /&gt;
&lt;br /&gt;
For instance, 12 mana is a threshold that allows you to cast {{s|BURNDAYRAZ}} twice in a row, and 13 mana is a threshold that allows you to cast {{s|HALPMEH}} twice in a row and then finish with {{s|GETINDARE}}.  Additionally, and more subtly, 13 mana allows you to cast {{s|BURNDAYRAZ}} three times in a row by expending one mana potion.  Even unusual numbers like 14 mana can open up combos like {{s|BURNDAYRAZ}} followed by {{s|WEYTWUT}}.  Effects that change the cost of spells, such as the {{c|Berserker}} or {{c|Wizard}} class features or the ''Mystic Balance'' boon of {{g|Mystera Annur}} can change these thresholds; for instance, a {{c|Warlord}} under the effect of Mystic Balance greatly appreciates the 16 mana threshold (a number that doesn't normally open up any relevant options) because it lets him cast {{s|CYDSTEPP}} twice in a row.&lt;br /&gt;
&lt;br /&gt;
Other important thresholds:&lt;br /&gt;
&lt;br /&gt;
* '''15 MP''' - mana potions restore 6 mana (exactly one fireball) per drink, and you can cast {{s|BURNDAYRAZ}} twice and follow with {{s|GETINDARE}}&lt;br /&gt;
* '''18 MP''' - mana potions restore 7 mana per drink, and you can cast {{s|BURNDAYRAZ}} three times in a row by default.&lt;br /&gt;
* '''20 MP''' - mana potions restore 8 mana per drink, and you can effectively alternate {{s|WEYTWUT}} and {{s|BURNDAYRAZ}} to defeat monsters with {{t|Retaliate: Fireball}}.&lt;br /&gt;
* '''24 MP''' - you can cast {{s|BURNDAYRAZ}} four times in a row, and Warlords who worship Mystera can cast {{s|CYDSTEPP}} three times in a row&lt;br /&gt;
* '''25 MP''' - mana potions restore a whopping 10 mana per drink, which is very convenient for characters relying on {{s|HALPMEH}} or {{s|CYDSTEPP}}&lt;br /&gt;
&lt;br /&gt;
Typically there are diminishing returns after the 25 MP and for most characters it will not be worth the effort to pursue further improvement even if it is possible.  However, specialized builds can push for much higher numbers.  Only Elves and worshipers of {{g|Jehora Jeheyu}} can realistically reach the 30 mana threshold or beyond.&lt;br /&gt;
&lt;br /&gt;
Thresholds are most significant when exploration is highly limited, or if you are about to activate a large number of mana potions to defeat a boss.  They are less significant when you have ways to strategically restore a precise number of MP, such as the {{i|Blue Bead}} or {{s|BLUDTUPOWA}}.  You should always be paying attention to what combos you want to use, and what thresholds you may be able to reach to improve the efficiency of those combos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57141</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57141"/>
				<updated>2019-08-17T15:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: /* Might */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
[[File:Magic resist.png|left]]&lt;br /&gt;
=== Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical resist.png|left]] &lt;br /&gt;
=== Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
[[File:Alchemist's Pact.png|left]]&lt;br /&gt;
=== Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Blood Curse.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Curse ===&lt;br /&gt;
Level number increased by 1. Gained by worshiping {{g|Dracul}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Body Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy).  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Burning Strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos Form.png|left]] &lt;br /&gt;
=== Chaos Form ===&lt;br /&gt;
Accepted Avatar of {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Consecrated Strike.png|left]] &lt;br /&gt;
=== Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]] &lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Crushing Blow.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Crushing Blow ===&lt;br /&gt;
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Immune.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Curse Immune ===&lt;br /&gt;
Immune to curses. The {{c|Crusader}} has this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Damage Reduction.png|left]] &lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount. Note that damage reduction is applied before resistances. Gained from {{i|Shield}}, {{i|Platemail}}, {{boon|Taurog's Shield}} (grants {{i|Wereward}}), and {{boon|Vine Form}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Gaze Immune.png|left]] &lt;br /&gt;
=== Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect. Gained from being a {{c|Gorgon}}. Also gained from the {{i|Midas Mantle}} in {{CC|Rogue|Silver|Wrath of Midas}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Dodge.png|left]] &lt;br /&gt;
=== Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
[[File:Experience Boost.png|left]] &lt;br /&gt;
=== Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied, but not for {{t|Slowed}} bonus. &lt;br /&gt;
&lt;br /&gt;
[[File:First strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well. The {{c|Rogue}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyFireball.png|left]] &lt;br /&gt;
=== Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs. Gained from the {{i|Avatar's Codex}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Humility.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Humility ===&lt;br /&gt;
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Indulgence.png|left]] &lt;br /&gt;
=== Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty. Gained by desecrating altars.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:&lt;br /&gt;
:* if you throw it '''into a wall''', it will take knockback damage&lt;br /&gt;
:* if you throw it '''into a monster''', it will escape before taking knockback damage&lt;br /&gt;
&lt;br /&gt;
[[File:Learning.png|left]]&lt;br /&gt;
&lt;br /&gt;
===  Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked. The {{c|Fighter}} starts with this trait. This can also be gained via {{boon|Tikki's Edge}} or a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Lekon Devout.png|left]]&lt;br /&gt;
=== Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life Steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
Gained from the {{i|Vampiric Blade}}, {{i|Draining Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical Attack (Player).png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burn Immune.png|left]] &lt;br /&gt;
=== Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Might.png|left]] &lt;br /&gt;
=== Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. Gained from {{s|BYSSEPS}}, the {{boon|Scholar's Pact}}, {{boon|Stone Form}}, and the {{c|Warlord}}'s {{t|Courageous}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mystic Balance.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Petition.png|left]] &lt;br /&gt;
=== Petition ===&lt;br /&gt;
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:PiercePhysical.png|left]] &lt;br /&gt;
=== Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison Immune.png|left]] &lt;br /&gt;
=== Poison Immune ===&lt;br /&gt;
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target. Gained from the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Prestige.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
[[File:Reflexes.png|left]] &lt;br /&gt;
=== Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Refreshment.png|left]] &lt;br /&gt;
=== Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Sanguine.png|left]] &lt;br /&gt;
=== Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. &lt;br /&gt;
&lt;br /&gt;
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Schadenfreude.png|left]] &lt;br /&gt;
=== Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Scholar's Pact.png|left]] &lt;br /&gt;
=== Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Strength.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stone form.png|left]] &lt;br /&gt;
=== Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone skin.png|left]] &lt;br /&gt;
=== Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Warrior's Pact.png|left]] &lt;br /&gt;
=== Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Consensus.png|left]] &lt;br /&gt;
=== Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosion.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Cursed.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Exhausted.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burned.png|left]] &lt;br /&gt;
=== Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisoned.png|left]] &lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
:Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
[[File:Slow Strike.png|left]] &lt;br /&gt;
=== Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakened.png|left]] &lt;br /&gt;
=== Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Burning.png|left]] &lt;br /&gt;
=== Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (from {{s|BURNDAYRAZ}} or {{i|Whurrgarbl}}). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
:Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
[[File:Slowed.png|left]]&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.&lt;br /&gt;
&lt;br /&gt;
[[File:Wicked Sick.png|left]] &lt;br /&gt;
=== Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the {{i|Wicked Guitar}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Zotted.png|left]] &lt;br /&gt;
=== Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the {{i|Orb of Zot}}.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Berserks.png|left]] &lt;br /&gt;
=== Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Blinks.png|left]] &lt;br /&gt;
=== Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
:For example:&lt;br /&gt;
:* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Bloodless.png|left]] &lt;br /&gt;
=== Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal. Most {{t|Undead}} enemies and {{m|Plant}}s have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowardly.png|left]] &lt;br /&gt;
=== Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible. {{m|Cultist}}, {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Frozen Troll}}, {{m|Rock Troll}}, and {{m|Tokoloshe}} have this trait.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Bearer.png|left]] &lt;br /&gt;
=== Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}. {{m|Bandit}}, {{m|Steel Golem}}, and {{m|Slime Blob}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool. {{m|Acid Blob}} and {{m|Rusalka}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed. Monsters with multiple stacks of Death Protection will deal reduced damage as Death Protections are removed. {{m|Druid}} has one stack of death protection, and {{m|Animated Armour}}, {{m|Doom Armour}}, and {{m|Dancing Blade}} have one stack per level.&lt;br /&gt;
&lt;br /&gt;
[[File:Death-gaze.png|left]] &lt;br /&gt;
=== Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast regen.png|left]] &lt;br /&gt;
=== Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly. {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Rock Troll}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you. {{m|Minotaur}}, {{m|Rock Troll}}, and {{m|Goblin Miner}} have 50% knockback.&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did. {{m|Vampire}} and {{m|Shade}} have 40% Life steal.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical attack.png|left]] &lt;br /&gt;
&lt;br /&gt;
=== Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical. Magical enemies include {{m|Dragon Spawn}}, {{m|Warlock}}, {{m|Wraith}}, {{m|Acid Blob}}, {{m|Animated Armour}}, {{m|Djinn}}, {{m|Druid}}, {{m|Frozen Troll}}, {{m|Slime Blob}}, {{m|Heretic}}, and {{m|Mystery Meat}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana burn.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:No_Experience.png|left]] &lt;br /&gt;
=== No Experience ===&lt;br /&gt;
Killing the monster yields no experience.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliate-_Fireball.png|left]] &lt;br /&gt;
=== Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
:Note that monsters with a trait that is applied on hit (like {{t|Poisonous}} or [[Traits#Weakening Blow|Weakening Blow]]) will also be applied when retaliating.&lt;br /&gt;
&lt;br /&gt;
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Revives.png|left]] &lt;br /&gt;
=== Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. The nature of the revival varies. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}. Some bosses also have this trait. &lt;br /&gt;
&lt;br /&gt;
[[File:Spawns.png|left]] &lt;br /&gt;
=== Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}. {{m|Blood Snake}} and {{m|Cave Snake}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Spawn Plants.png|left]] &lt;br /&gt;
=== Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
[[File:Undead.png|left]] &lt;br /&gt;
=== Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects like the {{c|Priest}}'s damage bonus and the {{g|Glowing Guardian}}'s piety bonus. {{m|Wraith}}, {{m|Zombie}}, {{m|Muck Walker}}, {{m|Shade}}, {{m|Vampire}}, {{m|Thrall}}, and {{m|Frigid Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakening blow.png|left]] &lt;br /&gt;
=== Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Magic Immune.png|left]] &lt;br /&gt;
=== Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical Immune.png|left]] &lt;br /&gt;
=== Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=57140</id>
		<title>Deadly Shadows</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Deadly_Shadows&amp;diff=57140"/>
				<updated>2019-08-16T15:14:28Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Added formatting, corrected for Balanced Dagger nerf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Gold.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
The '''''Deadly Shadows''''' dungeon is the {{c|Thief}} gold [[Class Challenges|challenge]].  The boss is a unique {{m|Goblin}} named Sillyname.  &lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
None allowed.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
You start out with the {{i|Balanced Dagger}} that you won in the last Thief challenge. No altars, no shops. Gold piles are still present, as are stat boosters. &lt;br /&gt;
&lt;br /&gt;
== Monsters Present ==&lt;br /&gt;
All monsters present are of unique types, present only in this level. Something to be thankful for. &lt;br /&gt;
&lt;br /&gt;
* Spellslingers use the {{m|Warlock}} image. They have the traits Mana Burn, Poisonous, and First Strike. Avoid them unless you're about to level up, and keep in mind that they make for terrible popcorn (not that you're going to have a lot left, here). You can kill some of the lower level ones too after getting debuffed if you're close to leveling up.&lt;br /&gt;
* Castle Guards use the {{m|Animated Armour}} image. They have Corrosive trait and leave acid pools when they die. They are the best tartgets for leveling until you rack up too many stacks of corrosion.&lt;br /&gt;
* Mercenaries use the {{m|Bandit}} image. They have the Weakening Blow trait. Avoid getting hit by them to much. They make good popcorn.&lt;br /&gt;
&lt;br /&gt;
All 3 monsters have the exact same stats, they only differ in their traits. Whenever you can avoid getting more stacks of Weakening/Corrosion than necessary.&lt;br /&gt;
&lt;br /&gt;
== Unique Dungeon Traits ==&lt;br /&gt;
Trapped chests are present, as they are for all Thief challenges. It is very important that you kill these as soon as you are able. Their contents are mostly helpful for surviving this dungeon.&lt;br /&gt;
&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 2''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 4''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 6''': {{i|Burn Salve}} potion&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 8''': {{i|Fortitude Tonic}} potion&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
== Sillyname ==&lt;br /&gt;
Lord Karras Sillyname is a {{m|Goblin}}, and he's pretty annoying. He has 120 attack and 150 health, and the trait {{t|Retaliate: Fireball}}. His low health is his weakness though, he could be killed with physical attacks as soon as level 5.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The most important thing in this dungeon is to never bother fighting higher level monsters. The {{i|Balanced Dagger}} rewards same level kills with +2 XP, so fighting 1 level higher monsters is pointless and gives no more benefit than fighting same-level monsters despite the higher difficulty, while 2 level higher ones would be too resource intensive and plague you with even more debuffs. Your only goal in the dungeon is to reach level 5-6 where you can already kill Sillyname with {{s|ENDISWAL}} and {{s|GETINDARE}}. Fighting anything stronger or reaching higher levels is entirely pointless. The {{s|BURNDAYRAZ}} glyph is just a red herring too - totally unneeded for the map.&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of many narrow corridors, but the starting location usually branches out a little to give you options in choosing your targets and to let you pick up some boosters. Otherwise exploration is limited, due to monster density. If you can reach the level 1 trapped chest (contains {{s|GETINDARE}}), it's great, but you won't really need it before the bossfight.&lt;br /&gt;
&lt;br /&gt;
Start out by killing 2 level 1 Spellslingers. The level up will cure your poison and manaburn. Do not combat Mercenaries yet, if you can't find enough Spellslingers settle for Castle Guards. If you found some attack boosters you are able to oneshot the rest of the level 1s, which can help clearing out hallways or avoid level 2 Mercenaries if you have nothing else. In the early game always try to fight same level Castle Guards and before the levelup take out a Spellslinger.&lt;br /&gt;
&lt;br /&gt;
Getting {{t|Weakened}} is bad because even a few levels can make you need to hit the enemy 1 more times, which hurts more than some doses of {{t|Corroded}} and also results in you taking more debuffs. It hinders you in opening the trapped chests too. Only start taking points of weakening once you obtained your first {{i|Fortitude Tonic}} and your corrosion level is getting out of hand. The fact that {{i|Burn Salve}} potions are locked in weaker trapped chests is another reason to favor getting corroded.&lt;br /&gt;
&lt;br /&gt;
Sometimes you will want to fight a Mercenary just because it blocks your path. But remember, if you can overlevel it you could 1 shot it later. Any time your current selection of monsters is awful, you can make some xp by slaying popcorn or later by using {{s|IMAWAL}}. When you know your last kill is going to be a Spellslinger, you might as well kill some other weaker Spellslingers too.&lt;br /&gt;
&lt;br /&gt;
As you progress in the dungeon look for the chests with the glyphs. {{s|GETINDARE}} will let you take 1 less hit from enemies so you build up corrosion/weakening slower. {{s|IMAWAL}} provides bonus xp to ease leveling and reduce the number of monsters you have to kill. Petrify anything over level 6 and Spellslingers of level 1-2. Be careful not to block yourself.&lt;br /&gt;
&lt;br /&gt;
Of all the glyphs, {{s|ENDISWAL}} is the most important. It will open up corridors, stack resistances to let you open high level chests sooner, and is essential for the bossfight! It even helps you use {{s|IMAWAL}} more freely.&lt;br /&gt;
&lt;br /&gt;
By the time you get {{s|BURNDAYRAZ}} you're already level 5-6 and ready to kill the boss. He has {{t|Retaliate: Fireball}}, so the best you can do with it is converting it for extra attack.&lt;br /&gt;
&lt;br /&gt;
The other half of the chests contain either Fortitude Potions or Burn Salves, and you should expect to pick up 2 of each throughout this dungeon. While you might be tempted to use them right away, keep in mind that there is no way to get more of them, and two-thirds of the monsters in this level have either the {{t|Weakening blow}} or {{t|Corrosive}} traits. Try to conserve one of each type until you move on to tackling Sillyname. Before you drink a {{i|Burn Salve}}, clear all the acid pools from the ground, so you don't step on them accidentally later.&lt;br /&gt;
&lt;br /&gt;
The level 7 chest has a {{i|Pendant of Health}} inside. Comes too late to be impactful, at least it boosts the healing power of your potions.&lt;br /&gt;
&lt;br /&gt;
Sillyname can be killed relatively easily once one reaches ~50 damage and finds {{s|ENDISWAL}} and {{s|GETINDARE}}, i.e. at around level 5. Use {{s|ENDISWAL}} to obtain enough physical resistance to survive one blow, attack him, heal up with potions, repeat once or twice then deal the finishing  blow via {{s|GETINDARE}}. At level 5 it takes several potions and you will hit him 4 times total. Leveling up to reach 6 is great, because you only need 3 hits now, and only have to consume 2 manapotions to pull it off. You could kill Sillyname within 2 hits as well (so no potion has to be drank), but that takes reaching level 8 and killing a lot more monsters. These all assume you have 0 stacks of {{t|Weakened}}, picked up all the boosters and converted the useless glyphs before bossfight.&lt;br /&gt;
&lt;br /&gt;
The boss drops a special item called {{i|Fabulous Treasure}} which is lockerable. Don't forget to pick it up! It costs 95 gold, meaning that if you prep it in a run and transmute it with {{i|Transmutation Seal}}, you will have 95 more gold to play with.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Unidentified_Tower&amp;diff=57139</id>
		<title>User:Unidentified Tower</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Unidentified_Tower&amp;diff=57139"/>
				<updated>2019-08-16T15:02:38Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: It's true&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Snakebird Priestess, and {{i|Avatar's Codex}} is the greatest item in any video game ever made.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gardener&amp;diff=57138</id>
		<title>Gardener</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gardener&amp;diff=57138"/>
				<updated>2019-08-16T14:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: This page didn't have words so I wrote some words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Gardener&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=100%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Physical resist}} 50%&lt;br /&gt;
{{t|Retaliate: Fireball}}&lt;br /&gt;
{{t|No Experience}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
N/A&lt;br /&gt;
|Locations=&lt;br /&gt;
Subdungeon&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gardener is a special monster that only appears in the subdungeon where {{g|The Earthmother}} is unlocked. Several Gardeners spawn among the plants, all at level 9. Due to the combination of {{t|Physical resist}} and {{t|Retaliate: Fireball}}, they are very difficult to fight, although effects such as {{i|Avatar's Codex}}, {{i|Really Big Sword}}, {{boon|Cleansing}}, or the {{c|Half-Dragon}} trait {{t|Dragon Breath}} are just a few of the possible ways to work around their defenses.&lt;br /&gt;
&lt;br /&gt;
However, there is no purpose in fighting them except as a self-imposed challenge, as they give {{t|No Experience}} and do not drop any rewards when killed. The player can simply walk around them, cutting a path through the plants, to reach the altar of {{g|The Earthmother}}.&lt;br /&gt;
&lt;br /&gt;
Once {{g|The Earthmother}} has been unlocked, Gardeners no longer appear anywhere in the game.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57137</id>
		<title>Bridge Troll</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57137"/>
				<updated>2019-08-16T14:41:33Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Added Slayer's Wand interaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|Name=Bridge Troll&lt;br /&gt;
|HP=125%&lt;br /&gt;
|Att=75%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Fast regen}}&lt;br /&gt;
{{t|Berserks}} at 50%&lt;br /&gt;
{{t|Physical resist}} 50%&lt;br /&gt;
{{t|Magic resist}} 50%&lt;br /&gt;
{{t|Pacifist}}&lt;br /&gt;
|Locations=&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|Unlock=Dungeon Specific&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll is a special monster. A single level 5 Bridge Troll appears in the {{d|Havendale Bridge}} dungeon, blocking the bridge between the two halves on the dungeon. Initially {{t|Pacifist}}, when you talk to it, it will offer to let you pass for 20 gold. Agreeing to pay 20 gold will remove the Bridge Troll from the dungeon. If you choose to fight it instead, it will lose the {{t|Pacifist}} trait and can be fought normally.&lt;br /&gt;
&lt;br /&gt;
Due to its high resistances, the Bridge Troll is much stronger than a normal level 5 monster. Fortunately, there are ways to get it out of the way without fighting it or paying it. It can be pushed out of the way with {{s|PISORF}} or {{t|Knockback}}, teleported out of the way with {{s|WEYTWUT}}, or even petrified with {{s|IMAWAL}} so that its statue can be destroyed with {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
However, killing the Bridge Troll is very rewarding, as it always drops a {{i|Sensation Stone}} worth 150 conversion points. The {{i|Really Big Sword}} can be a useful way of bypassing its high resistances.&lt;br /&gt;
&lt;br /&gt;
The {{i|Slayer's Wand}} is not a viable option, as using it on the Bridge Troll causes it to respawn as a level 10 Bridge Troll, with appropriately inflated stats. This does give you a second {{i|Sensation Stone}} as both Bridge Trolls drop one, but this is unlikely to be worth the cost.&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll also appears as a miniboss in the {{d|Tower of Gaan-Telet}} and {{d|Vicious Gaan-Telet}}. Here, it lacks the initial {{t|Pacifist}} trait and there is no option other than to fight it, but it still drops the {{i|Sensation Stone}}.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57136</id>
		<title>Bridge Troll</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bridge_Troll&amp;diff=57136"/>
				<updated>2019-08-16T14:35:39Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: There weren't any words here so I put some words here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|Name=Bridge Troll&lt;br /&gt;
|HP=125%&lt;br /&gt;
|Att=75%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Fast regen}}&lt;br /&gt;
{{t|Berserks}} at 50%&lt;br /&gt;
{{t|Physical resist}} 50%&lt;br /&gt;
{{t|Magic resist}} 50%&lt;br /&gt;
{{t|Pacifist}}&lt;br /&gt;
|Locations=&lt;br /&gt;
{{d|Havendale Bridge}}&lt;br /&gt;
{{d|Tower of Gaan-Telet}}&lt;br /&gt;
{{d|Vicious Gaan-Telet}}&lt;br /&gt;
|Unlock=Dungeon Specific&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll is a special monster. A single level 5 Bridge Troll appears in the {{d|Havendale Bridge}} dungeon, blocking the bridge between the two halves on the dungeon. Initially {{t|Pacifist}}, when you talk to it, it will offer to let you pass for 20 gold. Agreeing to pay 20 gold will remove the Bridge Troll from the dungeon. If you choose to fight it instead, it will lose the {{t|Pacifist}} trait and can be fought normally.&lt;br /&gt;
&lt;br /&gt;
Due to its high resistances, the Bridge Troll is much stronger than a normal level 5 monster. Fortunately, there are ways to get it out of the way without fighting it or paying it. It can be pushed out of the way with {{s|PISORF}} or {{t|Knockback}}, teleported out of the way with {{s|WEYTWUT}}, or even petrified with {{s|IMAWAL}} so that its statue can be destroyed with {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
However, killing the Bridge Troll is very rewarding, as it always drops a {{i|Sensation Stone}} worth 150 conversion points. The {{i|Really Big Sword}} can be a useful way of bypassing its high resistances.&lt;br /&gt;
&lt;br /&gt;
The Bridge Troll also appears as a miniboss in the {{d|Tower of Gaan-Telet}} and {{d|Vicious Gaan-Telet}}. Here, it lacks the initial {{t|Pacifist}} trait and there is no option other than to fight it, but it still drops the {{i|Sensation Stone}}.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57135</id>
		<title>Toe-to-Toe</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57135"/>
				<updated>2019-08-16T14:10:31Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Fixed a broken markup I did&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fighter_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
The '''''Toe to Toe''''' dungeon is the {{c|Fighter}} silver [[Class Challenges|challenge]]. &lt;br /&gt;
&lt;br /&gt;
''A particularly troublesome djinn thinks it's being smart by harassing our northern caravans with illusion magic and wild beasts. Mere guards cannot hope to defend against this: this matter needs someone made of sterner stuff.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Monsters: All unlocked monsters and Desert Trolls &amp;lt;br&amp;gt;&lt;br /&gt;
Boss: Imadjinnius &amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Preparations: Perseverance Badge &amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Race(s): Dwarf or Orc&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
No shops, altars, or subdungeons appear in this challenge.&lt;br /&gt;
&lt;br /&gt;
This challenge is basically [[Northern Desert]] with a different boss. Unfortunately the boss has {{t|Retaliate: Fireball}} so you are going to have to take every one of his 125 damage shots. Level up as much as possible, preferably to level 10. That's 180 hp as dwarf or 130 as an orc, enough to survive a 125-damage hit. Though potions, your {{t|Death Protection}}, a dodge (if you get lucky), and first strike (if {{s|GETINDARE}} or {{s|WEYTWUT}} spawn). Beating this challenge will give you {{i|Platemail}}.&lt;br /&gt;
&lt;br /&gt;
Since {{t|Retaliate: Fireball}} deals only half damage, you can get some hits in on the boss even without having 125 HP, and therefore without yet being level 10. If you're not playing a Dwarf, a good idea is to use {{s|BURNDAYRAZ}} on the boss at level 8, level up with popcorn, use {{s|BURNDAYRAZ}} again, and level up with popcorn again before finishing the fight with physical attacks. This allows you to get some value out of the level-up heal that would otherwise be missed.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use {{s|PISORF}} and knock the boss through walls. Suggested races for this strategy are gnome or orc.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57134</id>
		<title>Toe-to-Toe</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57134"/>
				<updated>2019-08-16T14:09:47Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: Adding a missing line break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fighter_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
The '''''Toe to Toe''''' dungeon is the {{c|Fighter}} silver [[Class Challenges|challenge]]. &lt;br /&gt;
&lt;br /&gt;
''A particularly troublesome djinn thinks it's being smart by harassing our northern caravans with illusion magic and wild beasts. Mere guards cannot hope to defend against this: this matter needs someone made of sterner stuff.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Monsters: All unlocked monsters and Desert Trolls &amp;lt;br&amp;gt;&lt;br /&gt;
Boss: Imadjinnius &amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Preparations: Perseverance Badge &amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Race(s): Dwarf or Orc&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
No shops, altars, or subdungeons appear in this challenge.&lt;br /&gt;
&lt;br /&gt;
This challenge is basically [[Northern Desert]] with a different boss. Unfortunately the boss has {{t|Retaliate: Fireball}} so you are going to have to take every one of his 125 damage shots. Level up as much as possible, preferably to level 10. That's 180 hp as dwarf or 130 as an orc, enough to survive a 125-damage hit. Though potions, your {{t|Death Protection}}, a dodge (if you get lucky), and first strike (if {{s|GETINDARE}} or {{s:WEYTWUT}} spawn). Beating this challenge will give you {{i|Platemail}}.&lt;br /&gt;
&lt;br /&gt;
Since {{t|Retaliate: Fireball}} deals only half damage, you can get some hits in on the boss even without having 125 HP, and therefore without yet being level 10. If you're not playing a Dwarf, a good idea is to use {{s|BURNDAYRAZ}} on the boss at level 8, level up with popcorn, use {{s|BURNDAYRAZ}} again, and level up with popcorn again before finishing the fight with physical attacks. This allows you to get some value out of the level-up heal that would otherwise be missed.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use {{s|PISORF}} and knock the boss through walls. Suggested races for this strategy are gnome or orc.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57133</id>
		<title>Toe-to-Toe</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Toe-to-Toe&amp;diff=57133"/>
				<updated>2019-08-16T14:09:05Z</updated>
		
		<summary type="html">&lt;p&gt;Unidentified Tower: GETINDARE is not a guaranteed spawn, and since there are no shops and no locker preps, &amp;quot;Which items are best?&amp;quot; is a moot point. The page image demonstrates both of these facts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fighter_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
The '''''Toe to Toe''''' dungeon is the {{c|Fighter}} silver [[Class Challenges|challenge]]. &lt;br /&gt;
&lt;br /&gt;
''A particularly troublesome djinn thinks it's being smart by harassing our northern caravans with illusion magic and wild beasts. Mere guards cannot hope to defend against this: this matter needs someone made of sterner stuff.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Monsters: All unlocked monsters and Desert Trolls &amp;lt;br&amp;gt;&lt;br /&gt;
Boss: Imadjinnius &amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Preparations: Perseverance Badge&lt;br /&gt;
Recommended Race(s): Dwarf or Orc&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
No shops, altars, or subdungeons appear in this challenge.&lt;br /&gt;
&lt;br /&gt;
This challenge is basically [[Northern Desert]] with a different boss. Unfortunately the boss has {{t|Retaliate: Fireball}} so you are going to have to take every one of his 125 damage shots. Level up as much as possible, preferably to level 10. That's 180 hp as dwarf or 130 as an orc, enough to survive a 125-damage hit. Though potions, your {{t|Death Protection}}, a dodge (if you get lucky), and first strike (if {{s|GETINDARE}} or {{s:WEYTWUT}} spawn). Beating this challenge will give you {{i|Platemail}}.&lt;br /&gt;
&lt;br /&gt;
Since {{t|Retaliate: Fireball}} deals only half damage, you can get some hits in on the boss even without having 125 HP, and therefore without yet being level 10. If you're not playing a Dwarf, a good idea is to use {{s|BURNDAYRAZ}} on the boss at level 8, level up with popcorn, use {{s|BURNDAYRAZ}} again, and level up with popcorn again before finishing the fight with physical attacks. This allows you to get some value out of the level-up heal that would otherwise be missed.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use {{s|PISORF}} and knock the boss through walls. Suggested races for this strategy are gnome or orc.&lt;/div&gt;</summary>
		<author><name>Unidentified Tower</name></author>	</entry>

	</feed>