https://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&user=Chandl34&feedformat=atomDDwiki - User contributions [en]2024-03-28T08:49:47ZUser contributionsMediaWiki 1.25.1https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56738Triple Quests2018-04-27T10:22:50Z<p>Chandl34: /* Boss */</p>
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<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune + Random Abilities).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune + Random Abilities).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56737Triple Quests2018-04-27T06:09:36Z<p>Chandl34: /* Scenario 2 - Shifting Passages */</p>
<hr />
<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56736Triple Quests2018-04-27T06:06:16Z<p>Chandl34: /* Boss */</p>
<hr />
<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Curse Bearer).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Curse Bearer).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56735Triple Quests2018-04-27T05:56:50Z<p>Chandl34: /* Boss */</p>
<hr />
<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%, Curse Bearer).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56734Triple Quests2018-04-27T05:10:51Z<p>Chandl34: Fixed links</p>
<hr />
<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death-gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Subdungeons&diff=56733Subdungeons2018-04-26T21:50:02Z<p>Chandl34: Fixed links</p>
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<div>Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.<br />
<br />
<br />
==Non-repeatable Subdungeons==<br />
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=10% | Name<br />
!width=10% | Appears in<br />
!width=10% | Explored?<br />
!width=75% | Summary<br />
|-<br />
|[[File:Halfling_Entrance.png|90px|center]]<br />
|align="center"|[[Halfling]]<br />
|North, ???<br />
|Yes<br />
|A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race.<br />
|-<br />
|[[File:Gnome Entrance.png|90px|center]]<br />
|align="center"|[[Gnome]]<br />
|Center, North, ???<br />
|Yes<br />
|A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race.<br />
|-<br />
|[[File:Orc Entrance.png|90px|center]]<br />
|align="center"|[[Orc]]<br />
|Center, West, ???<br />
|Yes<br />
|An Orc in a subdungeon. Offers some "Tea" to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race.<br />
|-<br />
|[[File:Goblin Entrance.png|90px|center]]<br />
|align="center"|[[Goblin]]<br />
|Center, South, ???<br />
|Yes<br />
|A Goblin in a subdungeon. Asks for 20 [[gold]] from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race.<br />
|-<br />
|[[File:Chemist_Entrance.png|90px|center]]<br />
|align="center"|[[Chemist]]<br />
|{{d|Demonic Library}}, {{d|Northern Desert}},{{d|Vicious Steel}}, possibly others.<br />
|No<br />
|Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called "A What?" which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to "A What?" to complete the subdungeon. As a reward, this subdungeon unlocks the [[Chemist]] class for future play.<br />
|-<br />
|[[File:Tinker_Entrance.png|center]]<br />
|align="center"|[[Tinker]]<br />
|North, East, ???<br />
|No<br />
|A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 [[gold]] piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class.<br />
|-<br />
|[[File:Crusader_Entrance.png|90px|center]]<br />
|align="center"|[[Crusader]]<br />
|Center, ???<br />
|Yes<br />
|A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class.<br />
|-<br />
|[[File:Transmuter_Entrance.png|90px|center]]<br />
|align="center"|[[Transmuter]]<br />
|West, ???<br />
|Yes<br />
|A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class.<br />
|-<br />
|[[File:Witch_Entrance.png|90px|center]]<br />
|align="center"|[[Witch]]<br />
|East<br />
|Yes<br />
|The "Search for the Witch" quest will indicate an Eastern dungeon, which has a chance to spawn additional {{m|Corrosive Creepers}} on the top. The Witch found in the subdungeon will task you to gather 5 {{i|Frost Root}}s that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom.<br />
|-<br />
|[[File:Ick_Unlock_Entrance.png|90px|center]]<br />
|align="center"|[[Naga Envoy]]<br />
|East, ???<br />
|Yes<br />
|You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the [[Challenge Accepted]] quest.<br />
|-<br />
|[[File:Glowing_Guardian_Entrance.png|90px|center]]<br />
|align="center"|[[Glowing Guardian]]<br />
|East<br />
|Yes<br />
|An ice cave with an altar to the Glowing Guardian. Touching the altar places five "Dark Ones" on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a {{i|Prayer Bead}}; collecting all 5 and returning to the altar has you immediately convert to the Glowing Guardian, also unlocking him (as well as start the Quest to find the [[Witch]]).<br />
|-<br />
|[[File:Dracul_Entrance.png|center]]<br />
|align="center"|[[Dracul]]<br />
|East<br />
|No<br />
|Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul.<br />
|-<br />
|[[File:Mystera_Entrance.png|90px|center]]<br />
|align="center"|[[Mystera Annur]]<br />
|North<br />
|Yes<br />
|Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur.<br />
|-<br />
|[[File:Jehora_Entrance.png|90px|center]]<br />
|align="center"|[[Jehora Jeheyu]]<br />
|North<br />
|Yes<br />
|Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu.<br />
|-<br />
|[[File:Taurog Entrance.png|90px|center]]<br />
|align="center"|[[Taurog]]<br />
|West<br />
|At first. It becomes shrouded after reaching the center.<br />
|Large subdungeon with an altar at the center. Usable to unlock Taurog.<br />
|-<br />
|[[File:Binlor_Entrance.png|center]]<br />
|align="center"|[[Binlor Ironshield]]<br />
|West<br />
|No<br />
|Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several [[gold]] piles, as well as the Altar to Binlor Ironshield can be found deeper within. Touch the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom).<br />
|-<br />
|[[File:The Earthmoter Entrance.png|90px|center]]<br />
|align="center"|[[The Earthmother]]<br />
|South<br />
|Yes<br />
|A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible!<br />
|-<br />
|[[File:Tikki_Tooki_Entrance.png|center]]<br />
|align="center"|[[Tikki Tooki]]<br />
|South<br />
|No<br />
|Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called "Mischief", you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him.<br />
|-<br />
|[[File:Pactmaker_Entrance.png|90px|center]]<br />
|align="center"|[[Pactmaker]]<br />
|Anywhere<br />
|Yes<br />
|Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker.<br />
|-<br />
|}<br />
<br />
== Repeatable Regular Subdungeons ==<br />
<br />
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=10% | Name<br />
!width=10% | Appears in<br />
!width=10% | Explored?<br />
!width=75% | Summary<br />
|-<br />
|[[File:Graveyard Entrance.png|center]]<br />
|align="center"|[[Graveyard]]<br />
|Center, South<br />
|Yes<br />
|5 [[gold]] piles, spawns a level 5 {{m|zombie}} that drops {{i|Elven Boots}}<br />
|-<br />
|[[File:Sir_Thrawn.png|96px|center]]<br />
|align="center"|[[Sir Thrawn]]<br />
|Center, East<br />
|No<br />
|Sir Thrawn ({{m|Vampire}}) spawns in, seals the exit, and re-shrouds the dungeon, effectively allowing you to explore it twice.<br />
|-<br />
|[[File:Subdungeon Deadly Tricks Entrance.png|center]]<br />
|align="center"|[[Exploding Signpost]]<br />
|Center, North, East, South<br />
|No<br />
|Contains bloodstains, several {{m|Barbing Bush}}, and an exploding signpost. The signpost reduces you to 1 HP and then drops a {{i|Compression Seal}} and a {{i|Schadenfreude Potion}}.<br />
|-<br />
|[[File:Subdungeon Hitball entrance.png|center]]<br />
|align="center"|[[Hitball]]<br />
|Center, West<br />
|Partially<br />
|Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}.<br />
|-<br />
|[[File:Subdungeon Health Pot Entrance.png|center]]<br />
|align="center"|[[Goo Potion]]<br />
|Center, West<br />
|No<br />
|A 5x5 area containing a level 5 {{m|Goo Blob}} who drops a {{i|Health Potion}} when killed.<br />
|-<br />
|[[File:Subdungeon Free Mana Potion Entrance.png|center]]<br />
|align="center"|[[Djinn Potion]]<br />
|Center, North<br />
|No<br />
|A 5x5 area containing a level 5 {{m|Djinn}} who drops a {{i|Mana Potion}} when killed.<br />
|-<br />
|[[File:Subdungeon Yin yang entrance.png|center]]<br />
|align="center"|[[Yin and Yang]]<br />
|Center, West<br />
|Yes<br />
|Contains {{m|Ying}} and {{m|Yang}} (both level 7, bloodless, no exp). If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop {{i|Blade of Yin}} and {{i|Yang's Sword}}, each a small item granting +3 base attack that can be consumed for a single-use death protection (15 GP, 35 CP).<br />
|-<br />
|[[File:Subdungeon Zombie Money Entrance.png|center]]<br />
|align="center"|[[Zombie Money]]<br />
|North, East<br />
|No<br />
|Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large [[gold]] stack. Picking up the gold stack summons 5 {{m|zombie}}s of your level into the 1 tile wide corridor, blocking your exit.<br />
|-<br />
|[[File:Subdungeon Lost Sorcerer Entrance.png|center]]<br />
|align="center"|[[Sorcerer's Potion Trade]]<br />
|North<br />
|No<br />
|A 5x5 chamber containing a Sorcerer who will give you 2x {{i|Health Potion}} in exchange for one {{i|Mana Potion}}.<br />
|-<br />
|[[File:Subdungeon_Jadetooth_Entrance.png|96px|center]]<br />
|align="center"|[[Jadetooth]]<br />
|North<br />
|Partially<br />
|An 11x11 room with many signs and Jadetooth, a level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection). When killed, Jadetooth drops {{i|Strange Mixture|Tea}}, a powerful potion that permanently adds +10 Max HP and +1 Max MP on use, as well as fully restoring health and mana.<br />
|-<br />
|[[File:Subdungeon Blood Altar Entrance.png|96px|center]]<br />
|align="center"|[[Blood Fountain]]<br />
|East<br />
|Yes<br />
|A fountain in the middle of a fully revealed 5X5 square. Gives 5% {{t|Sanguine}}. If you already have the Sanguine trait (this includes the Vampire monster class), the fountain will fully restore your HP and MP instead.<br />
|-<br />
|[[File:El_Potion_Loco.png|96px|center]]<br />
|align="center"|[[El Potion Loco]]<br />
|North<br />
|Yes<br />
|Contains 4 warlocks and a lvl1 {{m|goblin}}. You can kill the goblin immediately for one {{i|Keg of Health}}. You can talk to the Warlocks for the Wand of Splosion, which when activated, reduces your health to 1, kills the warlocks, leaves 2 {{i|Health Potion}} and 2 {{i|Mana Potion}} in their respective places, and makes the Goblin unkillable. You can talk to the warlocks and use the wand even if you kill the goblin.<br />
|-<br />
|[[File:Paans_Labyrinth_Entrance.png|center]]<br />
|align="center"|[[Paan's Labyrinth]]<br />
|East<br />
|Partially<br />
|A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal.<br />
|-<br />
|[[File:Subdungeon Undead kennel entrance.png|center]]<br />
|align="center"|[[Undead Kennel]]<br />
|East<br />
|No<br />
|Contains a 3x8 area with a level 1 {{m|Zombie}}, a {{i|Slaying Wand}} and a {{i|Pepper the Dog}}.<br />
|-<br />
|[[File:Subdungeon_Mass09_Entrance.png|center]]<br />
|align="center"|[[Mass09 Banking]]<br />
|East<br />
|No<br />
|A 6x6 sub that contains a lvl5 non-hostile {{m|vampire}} called Volschenk who hands you the {{i|Mass09 Ledger}} when you talk to him. The ledger is a (lockerable) small item which can be used for 1 [[gold]] per use to shuffle all existing monsters on the current map. The signpost reads: ''Mass09 Banking, Inc. Eastern Branch''<br />
|-<br />
|[[File:Subdungeon Monster Shoppe Entrance.png|center]]<br />
|align="center"|[[Smackle Funky's]]<br />
|South<br />
|No<br />
|A 5x5 room, contains a shop which spawns monsters of the same level for 3 [[gold]].<br />
|-<br />
|[[File:Subdungeon Vampire Chef Entrance.png|96px|center]]<br />
|align="center"|[[Vegetarian Vampire]]<br />
|South<br />
|Yes<br />
|Contains 25 Plants and a Lv1 {{m|Vampire}} Chef (Drops the {{i|Recipe Scroll}}).<br />
Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Confession]]<br />
|South<br />
|No<br />
|A 5x5 room containing 5 piles of [[gold]] and a Sign Post talking about the discrepancies within the Naga Empire.<br />
|-<br />
|[[File:Subdungeon Erosive plants entrance.png|center]]<br />
|align="center"|[[Wisp Gems]]<br />
|South<br />
|No<br />
|A 5x5 room containing 5x {{m|Erosive Eelroot}} which drop {{i|Wisp Gem}}s (5% attack bonus, small item).<br />
|-<br />
|[[File:Subdungeon Corrosive plants entrance.png|center]]<br />
|align="center"|[[Sticky Stick]]<br />
|South<br />
|No<br />
|A 5x5 Room containing {{m|Corrosive Creeper}}s. One of them drops the {{i|Sticky Stick}} (Corrosive Strike, large).<br />
|-<br />
|[[File:Subdungeon Spoon Garden.png|96px|center]]<br />
|align="center"|[[Spoon garden]]<br />
|South<br />
|No<br />
|A 5x5 room containing 5 different plants, each of them drop {{i|Spoon}} (+1 base damage, small item).<br />
|-<br />
|[[File:Subdungeon Metal spider temple entrance.png|96px|center]]<br />
|align="center"|[[Metal Spider Temple]]<br />
|South<br />
|No<br />
|15x13 Room, uncovering tiles will afflict you with different debuffs. Contains a {{i|Health Potion}}, {{i|Mana Potion}}, {{i|Fortitude Tonic}}, {{i|Burn Salve}}, {{i|Compression Seal}}, {{i|Translocation Seal}}, {{i|Strength Potion}}, and {{i|Can of WHUPAZ}}. In the middle of the temple lies an Altar which gives you an Essence Potion, but drains your Health and Mana and hits you with Poison and Manaburn.(Heals both Health and Mana for the amount drained)<br />
|-<br />
|[[File:SokoDungeon.jpg|96px|center]]<br />
|align="center"|[[The New World]]<br />
|West<br />
|Yes<br />
|Soko-Trolls puzzle, must spell out "The New World" in the lava rocks on the center to complete. Reward is {{i|Wisp Gem}} (small, 5% damage), {{i|Tokoloshe Charm}} (small, 5% magic resist), {{i|Sword}}, 2 large [[gold]] pile, 1 small gold pile, 1 {{i|Mana Potion}}, 1 {{i|Health Potion}}.<br />
|-<br />
|[[File:Subdungeon Temple of Knowledge Entrance.png|center]]<br />
|align="center"|[[Lernutrix]]<br />
|West<br />
|Yes<br />
|Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one.<br />
|-<br />
|[[File:Subdungeon Goat Piety Entrance.png|center]]<br />
|align="center"|[[The Mighty Lost Lekon]]<br />
|North, West, East<br />
|No<br />
|A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 {{m|goat}} (one each of levels 1-8) and granted the Lekon Devout buff (+2 piety per goat kill). Goats have typical goat stats, in addition to Mana Burn, First Strike and No Experience.<br />
|-<br />
|[[File:Subdungeon Dracos Heart entrance.png|center]]<br />
|align="center"|[[Draco's Heart]]<br />
|West<br />
|No<br />
|5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. {{i|Dragon Heart}} item at the end (large, 1g 5CP, grants +3 max health per level up when held) which spawns Draco when picked up. Draco is level 9, 167 health, 63 damage, Magical Attack, No Experience and blocks your exit. You may kill him, teleport him or [[PISORF]] him out of the way, [[ENDISWAL]] around the subdungeon's edge, or convert the Dragon Heart to kill him instantly.<br />
|-<br />
|[[File:Subdungeon Titan Guitar.png|96px|center]]<br />
|align="center"|[[Really Awesome Guitar]]<br />
|North, West<br />
|Yes<br />
|Quite a few walls which are immediately destroyed upon picking up the guitar. This doesn't give piety with Binlor. {{i|Titan Guitar}} is large, 11g 11CP, on use makes all enemies on map slowed and cowardly and is consumed (unsure if other dungeon levels are affected).<br />
|-<br />
|[[File:Subdungeon WIZARDdotexe entrance.png|center]]<br />
|align="center"|[[WIZARD.EXE]]<br />
|North<br />
|Yes<br />
|Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal.<br />
|-<br />
|[[File:Brandonnn.png|96px|center]]<br />
|align="center"|[[Brandonnn]]<br />
|East<br />
|Yes<br />
|NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Cha'Dylan]]<br />
|South, West<br />
|Partially<br />
|A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a {{i|Sensation Stone}}.<br />
|-<br />
|[[File:Saint Solitude.png|96px|center]]<br />
|align="center"|[[Contemplate the Waters]]<br />
|South<br />
|Partially<br />
|15x13 Room with 100 tiles non accesible Blackspace. Contains a Monk who sells a {{s|LEMMISI}} glyph for 25g. If you already have LEMMISI or BLUDTUPOWA you can harvest the dark tiles without paying the monk.<br />
|-<br />
|[[File:Subdungeon Free Booster Entrance.png|center]]<br />
|align="center"|[[Free Booster]]<br />
|Center, East<br />
|No<br />
|Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster.<br />
|-<br />
|[[File:Subdungeon Council Voting Entrance.png|center]]<br />
|align="center"|[[History of the Northern Empire]]<br />
|???<br />
|No<br />
|Contains a 5x5 area of dark tiles, some piles of [[gold]] and a sign with some story information. The sign varies based on how many times you have encountered the dungeon.<br />
|-<br />
|[[File:Subdungeon_Pen.png|center]]<br />
|align="center"|[[Pen the Mage Dragon]]<br />
|West<br />
|Partially.<br />
|10x10 room that is mostly explored. The unexplored region contains a passive level 9 {{m|Dragon Spawn}} called Pen the Mage Dragon, who gives you a {{s|PISORF}} glyph.<br />
|-<br />
|[[File:Subdungeon placeholder.png|center]]<br />
|align="center"|[[Sub]]<br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br />
== Repeatable Signpost Subdungeons ==<br />
<br />
About 25% of the time, the subdungeon will be a "signpost" subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 [[gold]] piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west. For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=10% | Entrance View<br />
!width=10% | Name<br />
!width=5% | Region<br />
!width=25% | Summary<br />
!width=55% | Signpost<br />
|-<br />
|<br />
|align="center"|Legend of the Signpost Gorgon<br />
|Center<br />
|5 gold piles, 4 signposts, and the {{i|Gorgward}}.<br />
|Legend of the Signboard Gorgon:<br />
<br />
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone.<br />
<br />
Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons.<br />
|-<br />
|[[File:NomNom_Entrance.PNG|center]]<br />
|align="center"|Edible Adversaries<br />
|Center<br />
|5 gold piles, and a level 1 {{m|Meat Man}} who drops a {{i|Nom Nom}}.<br />
|The Adventurer's Cookbook<br />
Chapter 3: Edible Adversaries<br />
<br />
Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat.<br />
|-<br />
|[[File:Petting_Zoo.PNG|center]]<br />
|align="center"|Know Your Farm Animals<br />
|Center<br />
|5 gold piles, and a level 1 {{m|Goat}} who drops a {{i|Dairy Diary}}.<br />
|Know Your Farm Animals!<br />
A Guide for Children<br />
<br />
Entry #427: Common Farm Goat<br />
Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails.<br />
<br />
Entry #428: Common Dungeon Goat<br />
Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers.<br />
|-<br />
|<br />
|align="center"|Goblin Itch<br />
|Center<br />
|5 gold piles, and two level 2 {{m|Goblin}}s.<br />
|Embarrassing Adventurer Problems #6: Goblin Itch<br />
<br />
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health.<br />
<br />
Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill.<br />
|-<br />
|<br />
|align="center"|Misplaced Cutlery<br />
|Center<br />
|5 gold piles, and three {{i|Spoon}}s.<br />
|The sign here is old and faded. You make out only a few words.<br />
<br />
"... speaks of a lost and ruined tower, known in ancient texts as "Gaan-Telet". The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ..."<br />
|-<br />
|[[File:Cracked Orb Entrance.PNG|center]]<br />
|align="center"|Cracked Orb<br />
|Center<br />
|5 gold piles, and a {{i|Cracked Orb}}.<br />
|"I've got 99 orbs, but a Zot ain't one."<br />
|-<br />
|<br />
|align="center"|Yendor Vendor<br />
|Center<br />
|5 gold piles, and a shop called "Yendor Vendor" selling a {{i|Cracked Amulet}}.<br />
|Experience Catapult:<br />
<br />
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up.<br />
|-<br />
|[[File:Popcorn Entrance.PNG|center]]<br />
|align="center"|Popcorn<br />
|Center<br />
|5 gold piles, and 3 level 1 {{m|Warlock}}s.<br />
|Popcorn:<br />
<br />
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups.<br />
|-<br />
|[[File:Spoon_Entrance.png|center]]<br />
|align="center"|History of the Den of Danger<br />
|Center<br />
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.<br />
|The {{d|Den of Danger}}, as it is known today, was a former prison outpost built for the great Northern Desert Empire by the grand architect Hobb. It fell into disuse after the empire's inexplicable collapse.<br />
|-<br />
|<br />
|<br />
|Center<br />
|8 gold piles.<br />
|I know you're reading these. Stop it.<br />
|-<br />
|<br />
|align="center"|Sapphire Helmet<br />
|Center<br />
|6 gold piles, and a {{i|Dented Helm}}.<br />
|The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods.<br />
|-<br />
|[[File:Spoon_Entrance.png|center]]<br />
|align="center"|History of Venture Cave<br />
|Center<br />
|5 gold piles, a {{i|Spoon}}, and a level 1 {{m|Bandit}}.<br />
|{{d|Venture Cave}} was the original base of operations for an unknown bandit king and his followers, who took advantage of the region's political instability to harass locals. The group collapsed after their leader was poisoned, and the remnants moved to {{d|Grimm's Grotto}}.<br />
|-<br />
|-<br />
|[[File:LEMISI_Entrance.png|center]]<br />
|align="center"|Hacked Glyph<br />
|North<br />
|5 gold piles, and a {{i|LEMMISI(?)}} item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a {{c|Goatperson}}).<br />
|I have gone mad.<br>So has the rest of the council.<br>So has the rest of our empire.<br>Only afforded the briefest lucidity while this entire civilisation disappears.<br />
|-<br />
|<br />
|align="center"|Foolish Imp<br />
|North<br />
|5 gold piles, and a level 9 {{m|Imp}} who drops a {{i|Mana Potion}}.<br />
|They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?<br />
<br />
Foolish fooly fools!<br />
Biscuits.<br />
|-<br />
|[[File:Prison_Break.png|center]]<br />
|align="center"|Prison Break<br />
|North<br />
|5 gold piles, and 3 {{i|Wall Cruncher}}s.<br />
|So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.<br />
<br />
I shall escape tomorrow, and make my way East.<br />
|-<br />
|[[File:Serpent_Entrance.png|center]]<br />
|align="center"|Serpent Dungeon<br />
|North<br />
|5 gold piles, and a level 6 {{m|Serpent}} who drops a {{i|Fortitude Tonic}}.<br />
|Tales of the Favoured, extract:<br />
<br />
"... and as she approached the great serpent, it raised itself from the floor<br />
and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed.<br />
<br />
The creature perished, and her body felt a sudden pureness again ..."<br />
|-<br />
|[[File:Avatar_Statue_Entrance.png|center]]<br />
|align="center"|Avatar Statue<br />
|North<br />
|5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a {{i|Ritual Scroll}}.<br />
|They gathered in a circle to summon the Avatar.<br />
<br />
They thought that they could control it.<br />
<br />
But they were too feeble to even complete the ritual.<br />
<br />
Their minds clouded over and they cursed us all.<br />
|-<br />
|<br />
|align="center"|Shade Transformation<br />
|North<br />
|5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a {{i|Mana Potion}}.<br />
|I saw their bodies change. The five of them took terrible forms.<br />
|-<br />
|[[File:Strange_Amulet_2_Entrance.png|center]]<br />
|align="center"|Teeth Teeth Teeth<br />
|North<br />
|5 gold piles, and a {{i|Amulet}}. When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.<br />
|At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH<br />
|-<br />
|<br />
|<br />
|North<br />
|5 gold piles, and a {{i|Forlorn}}.<br />
|Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing.<br />
|-<br />
|<br />
|align="center"|Mad Whispers<br />
|North<br />
|5 gold piles, and 3 {{i|Whisper Charm}}s. Picking up a charm gives the message: "... the lost empire has awoken ... pLaY a liTTle s0ng fur us? @&NshU9Ad(! BRING IN THE AVATAR".<br />
|FOR THE RECORD OF THE ARCHIVES<br />
<br />
COUNCIL VOTES (ROUND 1):<br />
MP - In Favour<br />
MZ - Not In Favour<br />
PP - In Favour<br />
PZ - Abstained<br />
A - In Favour<br />
N - Not In Favour; Called For Veto<br />
|-<br />
|<br />
|Bards<br />
|North<br />
|5 gold piles, and a {{i|Dented Helm}}.<br />
|The Bardic Collection, Book 3:<br />
<br />
"Creature of Sapphire,<br>Helm bearing Ruby,<br>Sword made of Emerald,<br>And Heart of a Dragon"<br />
<br />
... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously.<br />
|-<br />
|[[File:Penance_Entrance.png|center]]<br />
|align="center"|Penance<br />
|North<br />
|5 gold piles, and {{i|Penance}}.<br />
|... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf.<br />
|-<br />
|<br />
|<br />
|North<br />
|5 gold piles, and a level 8 {{m|Imp}}.<br />
|There's something scratched into the signpost here.<br />
<br />
"This has always been a Civilisation built on Magic and Chaos. It seems a fitting end.<br />
|-<br />
|<br />
|<br />
|North<br />
|5 gold piles, and a {{i|Mystera Scripture}}.<br />
|Two faces? Same being.<br />
<br />
- The Mad Heretic<br />
|-<br />
|[[File:Fake_Beard_Entrance.png|center]]<br />
|align="center"|I Wish I Could Read<br />
|East<br />
|5 gold piles, and a {{i|Fake Beard}}.<br />
|"I wish I knew how to read"<br />
|-<br />
|<br />
|<br />
|East<br />
|5 gold piles, and a {{i|Orb of Lusory}}.<br />
|Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed.<br />
|-<br />
|[[File:Wand_of_Binding_Entrance.png|center]]<br />
|align="center"|Wand of Binding<br />
|East<br />
|5 gold piles, and a {{i|Wand of Binding}}.<br />
|This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:<br />
<br />
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use.<br />
|-<br />
|<br />
|align="center"|Depleted Glyph<br />
|East<br />
|5 gold piles, and a Depleted Glyph ({{s|BLUDTUPOWA}}, 0 CP).<br />
|This note looks to be fairly recent.<br />
<br />
"Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed."<br />
|-<br />
|[[File:Dented_Helmet_Entrance.png|center]]<br />
|align="center"|Dented Helmet<br />
|East<br />
|5 gold piles, and a {{i|Dented Helm}}.<br />
|Horrible Fates: A Cautionary Almanac for Adventurers<br />
<br />
Entry: ANIMATED ARMOURS<br />
Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude.<br />
<br />
HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34)<br />
<br />
LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones.<br />
|-<br />
|[[File:Draining_Blade_Entrance.png|center]]<br />
|align="center"|Draining Blade<br />
|East<br />
|5 gold piles, and a {{i|Draining Blade}}.<br />
|From the Book of Namtar:<br />
<br />
"He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained."<br />
|-<br />
|<br />
|<br />
|East<br />
|5 small gold piles, and a large gold pile containing 5-7 gold.<br />
|From the Book of Namtar:<br />
<br />
"Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed."<br />
|-<br />
|[[File:Subdungeon Cracked Soul Orb.png|center]]<br />
|align="center"|Cracked Soul Orb<br />
|East<br />
|5 gold piles, and a {{i|Cracked Soul Orb}}.<br />
|From the Book of Namtar:<br />
<br />
"... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too."<br />
|-<br />
|<br />
|align="center"|Underworld<br />
|East<br />
|5 gold piles, and 3 level 1 {{m|Imp}}s.<br />
|The Underworld is near. Man or god, it lies beyond your comprehension.<br />
|-<br />
|<br />
|<br />
|East<br />
|5 gold piles, and 3 {{i|Goat Horn}}s.<br />
|This sign is old and weathered, but the script is neat and precise.<br />
<br />
"The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy?<br />
<br />
I dream of a figure in a hood, but no more than that."<br />
|-<br />
|<br />
|<br />
|South<br />
|5 gold piles, and a {{i|Fake Beard}}.<br />
|How does one pronounce a triple 'S' anyway?<br />
|-<br />
|[[File:The_Garden_Entrance.png|center]]<br />
|align="center"|The Garden<br />
|South<br />
|5 gold piles, and one of each basic plant: {{ibox|Barbing Bush Monster Icon.png|Plant|Barbing Bush}}, {{ibox|Corrosive Creeper Monster Icon.png|Plant|Corrosive Creeper}}, Erosive Eelroot, {{ibox|Mysterious Murkshade Monster Icon.png|Plant|Mysterious Murkshade}}, and {{ibox|Poisonous Pod Monster Icon.png|Plant|Poisonous Pod}}. Each plant drops a {{i|Spoon}}.<br />
|"Gardening":<br />
<br />
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player.<br />
|-<br />
|<br />
|align="center"|Crumbling Ward<br />
|South<br />
|5 gold piles, and a {{i|Crumbling Ward}}.<br />
|Our priests have discovered much about these foreign religions.<br />
<br />
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power.<br />
<br />
Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds?<br />
|-<br />
|<br />
|<br />
|South<br />
|5 gold piles, and a {{i|Bound Sword}}.<br />
|The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them.<br />
|-<br />
|[[File:Strange_Amulet_Entrance.png|center]]<br />
|align="center"|Strange Amulet<br />
|South<br />
|5 gold piles, and a {{i|Strange Amulet}}. When the amulet is picked up, the room changes and a level 9 and a level 1 {{m|Thrall}} appear. The level 9 Thrall drops a {{i|Schadenfreude Potion}}.<br />
|Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south.<br />
|-<br />
|[[File:Diary_Entrance.png|center]]<br />
|align="center"|Diary of a Goat<br />
|South<br />
|5 gold piles, and a level 9 {{m|Goat}} that drops a {{i|Dairy Diary}}.<br />
|The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court.<br />
|-<br />
|[[File:Dragon_Mage_Entrance.png|center]]<br />
|Dragon Mage<br />
|South<br />
|5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a {{s|BURNDAYRAZ}}.<br />
|It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant.<br />
|-<br />
|[[File:Spider_Amulet_Entrance.PNG|center]]<br />
| align="center"|Spider Amulet<br />
|South<br />
|5 gold piles, and a {{i|Spider Amulet}}.<br />
|From the Legendary Bestiary of Legends:<br />
<br />
CHAPTER 6 - IMPROBABLE BEASTS<br />
<br />
It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as "spiders" have ever been anything but a tale to frighten children.<br />
<br />
Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread.<br />
<br />
Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd.<br />
|-<br />
| [[File:Dark_Ones_Entrance.png|center]]<br />
| align="center"|History of the Southern Empire<br />
|South<br />
| 5 small gold piles, and a large gold pile containing 5-7 gold.<br />
|The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.<br />
<br />
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times.<br />
|-<br />
|[[File:Gorgon_Den_Entrance.png|center]]<br />
|align="center"|Gorgon Den<br />
|South<br />
|5 gold piles, and 5 special {{m|Gorgon}}s. These Gorgons have 100% death gaze!<br />
|I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants.<br />
|-<br />
|<br />
|<br />
|South<br />
|5 gold piles, and a {{ibox|Booster-mp.png|Boosters|Mana Booster}}.<br />
|I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.<br />
<br />
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all.<br />
|-<br />
|<br />
|<br />
|South<br />
|5 gold piles, and a {{i|Long Rant}}.<br />
|While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|This ancient text is entitled "DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX." Most of the writing has been rendered illegible, save for one barely readable entry.<br />
<br />
"Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|OUR SURROUNDING ENVIRONS<br />
by Maphax the Explorer<br />
<br />
WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|OUR SURROUNDING ENVIRONS<br />
by Maphax the Explorer<br />
<br />
SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a<br />
seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|OUR SURROUNDING ENVIRONS<br />
by Maphax the Explorer<br />
<br />
NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|OUR SURROUNDING ENVIRONS<br />
by Maphax the Explorer<br />
<br />
EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry.<br />
|-<br />
|<br />
|<br />
|West<br />
|5 gold piles.<br />
|Hello,<br />
<br />
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path.<br />
<br />
Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy.<br />
<br />
Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :)<br />
<br />
Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah?<br />
<br />
Temporary friendship? ;)<br />
-H<br />
|}<br />
<br />
== Secret (Repeatable) Subdungeons ==<br />
<br />
A lot of maps have a second, hidden "secret" subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.<br />
<br />
{| class="wikitable sortable"<br />
|- style="background-color: #EEEEEE"<br />
!width=15% | Entrance View<br />
!width=10% | Name<br />
!width=10% | Appears in<br />
!width=10% | Explored?<br />
!width=75% | Summary<br />
|-<br />
|[[File:Subdungeon Good Glenrick Entrance.png|center]]<br />
|align="center"|[[Good Glenrick]]<br />
|Anywhere<br />
|No<br />
|Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus.<br />
|-<br />
|[[File:Subdungeon Lots of Gold Entrance.png|center]]<br />
|align="center"|[[Lots of Gold]]<br />
|North, East, South (tbc center/west)<br />
|No<br />
|A 5x5 room with 20 small gold piles.<br />
|-<br />
|[[File:Subdungeon Blacksmiths Loot Entrance.png|center]]<br />
|align="center"|[[Blacksmith]]<br />
|Center, North, East (tbc west/south)<br />
|No<br />
|Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: {{i|Perseverance Badge}}, {{i|Sword}}, {{i|Shield}}, {{i|Bear Mace}}.<br />
|-<br />
|[[File:Subdungeon Level 1 surround entrance.png|center]]<br />
|align="center"|[[Monster Den]]<br />
|Anywhere<br />
|No<br />
|Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters.<br />
|-<br />
|}<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56732Triple Quests2018-04-26T05:29:17Z<p>Chandl34: Fixed Goo Blob link</p>
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<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
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'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
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[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
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'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
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''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
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==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|Serpent}}, {{m|Goblin}}, {{m|Wraith}}, {{m|Minotaur}}, {{m|Goo Blob}}, plus the unique {{m|Ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
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''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
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''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
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''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Triple_Quests&diff=56731Triple Quests2018-04-26T05:21:00Z<p>Chandl34: Fixed some links</p>
<hr />
<div>Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the [[Goat Glade]]. Once you unlock the Goat Glade, the first triple quest is immediately unlocked; completing it unlocks the second triple quest, and completing that unlocks the third. There is a perky reward for completing the Triple Quests (on top of bragging rights): you get access to the Item Lottery. Paying a certain sum (500 gold, plus cumulative 250 gold for each subsequent use) will fetch you a random shop item that you can locker/veto/prep. The number of items fetched for the fee is governed by how many triple quests you have completed. After finishing the 3rd Triple Quest, your lottery will bring you 3 items each time. Although this may seem very expensive, bear in mind that it is end-game content, and rather useful at that.<br />
<br />
A word of caution first! It is highly recommended that you attempt to win each triple quest before reading on. There may be spoilers. Winning a triple quest without spoilers is a remarkable experience! Only read the section when you've already won, or when you feel stuck. There are, generally, several ways to win each Triple Quest, even the 3rd. Though also bear in mind that the Third triple quest, in particular, is considered to be more difficult than Vicious Gaan-Telet (you've been warned! :) ).<br />
<br />
Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier. If you prep the Vicious Token, only the first scenario will have increased monster stats (Triple Quest bosses seem to ignore the VT).<br />
<br />
A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:<br />
<br />
* 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).<br />
* Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment. You can only take each of Taurog's item boons once per map, however you may take the same boon again on another map, thus allowing you to stack his items.<br />
* Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefore advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.<br />
* If the next scenario's character has built-in equipment, the sixth item the previous character had will be placed on the ground next to the entrance. This only happens in the third Triple Quest.<br />
* A Crystal Ball in the inventory will reset the number of charges, but will not reset the cost per use.<br />
<br />
General note on worship choice. Tikki Tooki is an exceptionally good deity in early stages of the triple quests, because his boons can give the player character gold and Reflex/Quicksilver potions, all of which are generally very handy items that help with the next scenario. Conversely, the Glowing Guardian is a poor deity choice for early scenarios, because his beads clog the inventory of all subsequent scenarios without providing much benefit. Dracul and The Earthmother are really useful on those maps that have blood pools, to win the current map without having to rely on expendables like potions (which can then be carried over to the next scenario).<br />
<br />
= Triple Quest 1 - The Spider Script =<br />
<br />
''Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.<br />
''<br />
<br />
== Scenario 1 - The Northern Desert ==<br />
<br />
[[File:TripleQuest1_Scenario1.PNG|right|450px]]<br />
<br />
'' The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.''<br />
<br />
This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.<br />
<br />
==== Player Character ====<br />
<br />
Junesbury, the {{HuTh}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters will be present, as well as {{m|Desert Troll}}s. Monster difficulty is 100%, corresponding to Normal difficulty.<br />
<br />
==== Boss ====<br />
<br />
The boss of the dungeon has two forms.<br />
*The first form resembles a {{HuSo}} and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.<br />
*Then you will see the real boss, the transformed Lemmin Tee: ({{m|Rusalka}} icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!<br />
<br />
==== Strategy ====<br />
<br />
The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!<br />
<br />
If you are pre-exploring the map, you can save food by exploring while you have no food. Explore 8 spaces, then pick up food and explore to heal up the damage taken. Then, at the end, you will have a lot of food to convert for attack. This is only necessary if for whatever reason you don't have enough attack to beat the boss, as food does not transfer. You also must be very careful not to die.<br />
<br />
Do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefore, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on. <br><br />
<br />
''Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.''<br />
<br />
== Scenario 2 - Havendale Bridge ==<br />
<br />
[[File:TripleQuest1_Scenario2.PNG|right|450px]]<br />
<br />
'' The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from. ''<br />
<br />
This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.<br />
<br />
==== Player Character ====<br />
<br />
Kel Yi, the {{ElFi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).<br />
<br />
==== Special Rules ====<br />
<br />
The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.<br />
<br />
==== Monsters ====<br />
<br />
The usual Havendale Bridge monster assortment: {{m|goat}}, {{m|goblin}}, {{m|warlock}}, {{m|bandit}}, {{m|tokoloshe}}, {{m|rusalka}} and {{m|druid}}. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the {{t|pacifist}} trait and obey special rules.<br />
<br />
==== Boss ====<br />
<br />
The boss is Trikkistix ({{m|Druid}} icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).<br />
<br />
==== Strategy ====<br />
<br />
It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles) unless you have {{s|IMAWAL}} giving you a significant exp boost. Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.<br />
<br />
As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.<br />
<br />
While it is technically possible to use {{boon|Cleansing}} to land magical damage melee hits on him, the {{i|Prayer Bead}}s will carry over to the third scenario, making inventory management more difficult and providing very little benefit.<br />
<br />
''Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully. ''<br />
<br />
== Scenario 3 - Magma Mines ==<br />
<br />
[[File:TripleQuest1_Scenario3.PNG|right|450px]]<br />
<br />
''Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...''<br />
<br />
This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).<br />
<br />
==== Player Character ====<br />
<br />
Granite Wizard the {{DwWi}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The usual Magma Mines monster assortment: {{m|serpent}}, {{m|goblin}}, {{m|wraith}}, {{m|minotaur}}, {{m|goo blob(monster)}}, plus the unique {{m|ratling}}s.<br />
<br />
==== Boss ====<br />
<br />
The boss is Mance. He has two forms:<br />
* Mance form 1 ({{c|Bloodmage}} icon, 90 Attack, 190 Health, Revives);<br />
* Mance form 2 ({{c|Goatperson}} icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:<br />
** <2000 Health: Binlor Ironshield (resist wipe); "Binlor Ironshield! False Lord of Pebbles and pretender god! I COMPEL you to smite my foe!"<br />
** <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0); "Jehora Jeheyu! God of wounded confusion and stupidity! I COMPEL you to smite my foe!"<br />
** <500 HP Earthmother (Corrosion x10, petrify all creatures including plants); "Earthmother! Liar and keeper of pot-plants! I COMPEL you to smite my foe!"<br />
** <250 Glowing Guardian (inventory wipe) "Glowing Guardian! Vainglorious, self-styled "defender of righteousness"! I COMPEL you to smite my foe!"<br />
<br />
==== Strategy ====<br />
<br />
The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.<br />
<br />
''Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.''<br />
<br />
= Triple Quest 2 - The Monster Machine =<br />
<br />
''The prolonged and bloody conflict at Havendale between the Bloodmage clan and the local life druids has yielded significant - but disturbing - information. The Ministry of Omnipotent Affairs, long concerned about the Bloodmage rise in power, has struck an agreement with the druids to investigate the southern swamplands for the key to a profound, Kingdom-changing secret related to the legendary spiders.''<br />
<br />
== Scenario 1 - Southern Swamp ==<br />
<br />
[[File:TripleQuest2_Scenario1.PNG|right|450px]]<br />
<br />
''For several months, wild and frightening rumours of Bloodmage activity in the West ha been sweeping through the Kingdom. In an unprecedented move, the life-worshipping druids of Havendale contacted the Kingdom's order of Monks, urging them to explore a hitherto-uncharted area of the great southern swamplands. An ancient Spider temple was crumbling in the middle of a toxic bog, holding vital information for those who knew what they were searching for. Acco volunteered for the perilous journey, braced against disease and despair as well as any living creature could hope to be.''<br />
<br />
==== Player Character ====<br />
<br />
Acco Lite the {{HuMo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are allowed normally, but only for this stage. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters. There are, however, no subdungeons. The {{s|BURNDAYRAZ}} glyph is guaranteed to spawn, the rest of the glyphs are random.<br />
<br />
==== Special Rules ====<br />
<br />
Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar.<br />
Each monster killed will drop a random item from the following list:<br />
* {{i|Wisp Gem}} (small item, +5% damage)<br />
* {{i|Wall Cruncher}} (small item, destroy neighbouring walls)<br />
* {{i|Courage Juice}} (grants Might, First Strike and Bonus XP, but reduces health to 1)<br />
* {{i|Charm}} (small item, +1 Damage, +1 Health)<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters and {{m|Naga}}. Similarly to Southern Swamp, there are several {{m|Mysterious Murkshade}}s. In addition to their normal stats, each monster (including plants) also has {{t|Corrosive}}: 1. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
The boss is Chzar. ({{m|Ratling}} icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).<br />
<br />
==== Strategy ====<br />
<br />
As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.<br />
<br />
A curiously effective preparation tandem for dealing with all these challenges is {{i|Fake Beard}} and {{g|Tikki Tooki}}. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.<br />
<br />
Dragon Shield is a better prep in the long run though, because the 3rd part is all about being able to take a hit from the bosses.<br />
<br />
Furthermore, at least one {{i|Burn Salve}} is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.<br />
<br />
The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion, and the items dropped by the monsters can boost Acco's melee damage significantly. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable with a combination of standard regen-fighting, and PISORF use.<br />
<br />
As tempting as it may seem, it is recommended not so spend too many potions on this boss fight (other than Burn Salve to wipe corrosion stacks as needed). Especially a Can of Whupaz will prove very useful for the boss of Scenario 2.<br />
<br />
If you have the choice between keeping charms or wisp gems, keep charms. Every health point will matter in the end.<br />
<br />
''The presence of a Ratling identifying itself as a high priest raised many questions about an otherwise antitheistic culture. Acco grabbed a key from its bloated and diseased corpse, and began to feel dizzy...''<br />
<br />
== Scenario 2 - Hexx Ruins ==<br />
<br />
[[File:TripleQuest2_Scenario2.PNG|right|450px]]<br />
<br />
''Nobody knows what eventually became of the Monk known as Acco Lite. The last living person to see Acco - a Swampzerker known as Harm Sway - came accross the babbling, contagion-ridden devout during a routine smashing expedition. Acco's body was contorted and hairy, matched by words that were flowery and nonsensical. Whatever supernatural curse afflicted this Monk was beyond Harm's control, and at any rate Acco ran off after thrusting a slimy green key and some meager equipment into the Berserker's hands. Harm knew this area well, and wondered if this was finally the opportunity to unlock a moss-covered portal which had thus far defied all physical attempts at opening. As it turned out, Harm was in luck, and soon found a way into the surprisingly well-preserved underground ruin.''<br />
<br />
==== Player Character ====<br />
<br />
Harm Sway the {{GnBe}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon. Note that there is no guarantee that BURNDAYRAZ would spawn!<br />
<br />
==== Special Rules ====<br />
<br />
At the start of the game, all monsters - including the boss and the special Spider Totems - begin with three extra traits:<br />
* {{t|Curse Bearer}}<br />
* {{t|Poisonous}}<br />
* {{t|Mana Burn}}<br />
<br />
There are three Spider Totems on the map, and their locations begin scouted. Their stats are nominal (Attack 1, Health 1, No Experience, Bloodless).<br />
<br />
Destroying one of the Spider Totems removes one of the afflictions from all monsters (including the boss and the other Spider Totems); as well as do 1000 points of damage to the boss.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. In addition to their normal stats, each monster also starts with Curse Bearer, Poisonous and Mana Burn (see above).<br />
<br />
==== Boss ====<br />
<br />
The boss is Hesss. ({{m|Naga}} icon, Attack 75, Health 5000, Cowardly, Weakening Blow, Curse Bearer, Poisonous:1, Mana Burn).<br />
<br />
==== Strategy ====<br />
<br />
The Boss is extremely durable without the aid of the totems. It is therefor recommended that the player only destroy the three Totems only when she no longer plans to uncover any more tiles before the boss fight. This generally means that resistances will be useless during the leveling phase.<br />
<br />
Hitting the boss with {{t|Crushing Blow}} prior to destroying the totems brings his health down to a more reasonable 750 health. Therefor a Can of Whupaz is best carried over from Scenario 1. Also, the extra items dropped by the monsters there - especially the Charms and Courage Juices - can be extremely helpful to level here. Furthermore, the advantage of Fake Beard is starting the scenario at Level 2 - making initial kills much easier.<br />
<br />
Although BURNDAYRAZ will not be especially useful in this scenario, it is still recommended to be kept, as it will be very useful in the last scenario (along with any potions that can be spared).<br />
<br />
''One final blow, and the crazed Naga fell. Harm considered the death a mercy: the creature had been driven half-mad from isolation. But exactly how long had it been trapped in the underground temple? The Naga spoke with an infection Harm had never heard before, and seemed young despite the fact that this tomb had been sealed for what appeared to be centuries. A routine corpse looting revealed a map with some weird symbols and arrows on it. Harm let out a frustrated roar upon realising that these were words and directions. This was a power beyond reckoning, but Harm still had some ties to a few friends in the seedier parts of the Kingdom. Perhaps they could use their Literacy to make sense of this mysterious paper? It was time for Harm to make a rare trip back to civilisation.''<br />
<br />
== Scenario 3 - Halls of Steel ==<br />
<br />
[[File:TripleQuest2_Scenario3.PNG|right|450px]]<br />
<br />
''Clokun wasn't sure why, but this place was unusually warm. Desperation could do strange things to a Rogue. Pickings had been slim recently, what with the war in the West and all. Nobody had much of anything right now and the Kingdom turmoul bubbling over from suspicious Bloodmage activity had people worrying that the war would soon become internal. Clokun's smelly client had been armed with a rotten map and some curious stories about swamp guardians, strange machines and locations in the East. The offered "payment" consisted of little more than some brightly-coloured glass and shiny swamp rocks, but Clokun accepted the job anyway. The map pointed towards an inhospitable piece of frozen wasteland - if there was treasure to be found there, the Rogue would surely be the first to find it. After finding the pair of obsidian doors hidden in a network of icy caves, Clokun muttered a quiet prayer to Tikki Tooki and entered.''<br />
<br />
==== Player Character ====<br />
<br />
Clokun Dagger the {{HaRo}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions and stat boosters. There is no gold, there are no altars, and there are no random subdungeons.<br />
<br />
On previous tries I always found three glyphs, they may be fixed: {{s|APHEELSIK}}, {{s|BLUDTUPOWA}} and {{s|ENDISWAL}}. However, BURNDAYRAZ is not guaranteed to spawn!<br />
<br />
==== Special Rules ====<br />
<br />
There is one small fixed sub unique to this map. If you talk to the friendly golem NPC residing in it called "Goleministrator", he will ask you: "DUNGEON -> REPOPULATE ?". Choosing "Yes" will 1) re-shroud the whole main map; 2) spawn the seven bosses; and 3) spawn 19 Level 10 {{m|Illusion}}s (as well as fill up the inaccessible exterior of the subdungeon with hundreds of L10 monsters).<br />
<br />
==== Monsters ====<br />
<br />
Goo Blobs, Animated Armors, Wraiths, Warlocks, Golems, Illusions. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
There are seven bosses: Bleaty, The Iron Man, Aequitas, The Tormented One, Tower of Goo, Lord Gobb and Jörmungandr.<br />
<br />
==== Strategy ====<br />
<br />
This scenario is somewhat similar to Naga City. The main difficulty is having to do the challenge {{badge|Faithless}}; look for items in store that boost your health. You have very little use for money (which, ironically, happens to be overly abundant thanks to all the bosses dropping trophies). Choosing what to carry over from scenario 2 can make a world of difference. Having several mana potions for example can help get maximum health from Alchemist Scroll. Bringing 1-2 useful glyphs - CYDSTEPP and BURNDAYRAZ for example - can also help a lot. The Wisp Gems will not be very useful, but the Charms collected in scenario 1 are still worth keeping. The Orb of Lusory helps against Aequitas and The Tormented One; Bleaty requires high health and resists or death protection; and mostly all bosses require a strong character. One health is built up sufficiently, the Halfling Health Potions become very useful.<br />
<br />
''As Clokun struck down the final opponent, a great rumbling emerged. Moment later, the floor began to shake. Recognising a trap, Clokun knew that abandoning the rapidly self-destructing facility was the only course of action. No fabulous treasures would be claimed on this day. What was the meaning of this magic, and those creatures? Were there more facilities like this further afield? Did the mad Naga's words make a startling amount of sense after all? The answers to these questions would, sadly, have to wait. Clokun needed to survive.''<br />
<br />
= Triple Quest 3 - The Portal Perilous =<br />
<br />
''Although their very existence is still subject to doubt, the legacy of the ancient Spiders has caused chaos throughout the Kingdom, inciting wars, monster attacks, and goodness knows how much more. Their influence on your realm from its very inception looks to have been profound and destructive. Can a trio of bold adventurers uncover the surviving remnants of spider civilisation and put an end to this madness once and for all?''<br />
<br />
== Scenario 1 - Western Jungle ==<br />
<br />
[[File:TripleQuest3_Scenario1.PNG|right|450px]]<br />
<br />
''The War of Havendale was starting to go badly for the Bloodmages. Dealing with the wrath of Dracul was one matter, but the life druids were drawing on power that clearly came from their own knowledge of ancient magic. Malamort Crumpet had tried to warn the others, but speaking against one's own brothers and sisters was grounds for suspicion at best. Striking at Dracul was a foolish and arrogant move, but picking a fight with these forces as well? Suicide. It was time to switch sides. Malamort had vital information to bring to the rest of the Kingdom, but making it out of Havendale alive would be a challenge.''<br />
<br />
==== Player Character ====<br />
<br />
Malamort Crumpet, the {{OrBl}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
Preparations are normally allowed for this stage. The map has a standard assortment of glyphs, shops, potions, gold and boosters. {{s|BURNDAYRAZ}} is guaranteed to spawn. You get an extra glyph - so depending whether you prep Fewer Glyphs, neither, or Extra Glyph, you will have 5,6, or 7 glyphs, respectively. There is one altar, normally dedicated to {{g|Dracul}}, though if you prepare an altar, it will replace Dracul's. There are also several blood pools scattered around the map. There is no random subdungeon.<br />
<br />
==== Special Rules ====<br />
<br />
Your Sanguine ability *drains* your health instead of refilling it! It still grants you a point of Mana, (as well as Dracul piety,) though.<br />
<br />
==== Monsters ====<br />
<br />
All basic monsters. Monster difficulty is 130%. Note that there are no Level 1 monsters on this map!<br />
<br />
==== Boss ====<br />
<br />
The boss is the true form of Zin Kibaru ({{m|Rusalka}} icon, Attack 50, Health 1500, Curse Bearer, Corrosive). Striking the boss will spawn 4-6 blood pools. Note that several blood pools may occupy the same tile, in such a case the blood pool appears thicker; walking over such a blood pool will only consume 1 blood pool, so it may be possible to repeatedly walk over the same blood pool until it is completely consumed.<br />
<br />
==== Strategy ====<br />
<br />
As blood pools deplete your health instead of refilling it, try to only step over them when you're at low health (stepping on blood pools this way cannot kill you, you will be left at minimum 1 Health). The boss looks impressive with his 1500 health, however thanks to the blood pools he spawns, the boss fight is really trivial. There are several ways to go about defeating this stage; however, bear in mind that this is merely a preparation level for what is to come. Therefor, the preps taken for this level - as well as some of the choices made, equipment purchased/kept - will largely influence the odds of beating the subsequent stages of this Triple Quest.<br />
<br />
The easiest way to beat the boss is to prep Mystera, and take her Mystic Balance boon before starting the boss fight; keep blasting the boss, and refill your mana 1 point at a time using the blood pools. As the number of blood pools generated is on average equal to the cost of the fireball spell, as long as there are no inaccessible parts of the map, a near infinite number of fireballs can be cast, making quick work of Zin Kibaru's true form. Note that this is possible at any level, even at Level 1, so leveling up is only needed insofar as shortening the time needed to finish the map. If you find PISORF, you'll find it even easier to kill the boss at low levels.<br />
<br />
That said, given the difficulties of subsequent maps, it is recommended to do one of the following:<br />
* Pick Binlor whose glyphs will help during both stage 1 and stage 2;<br />
* Pick Tikki Tooki and try to get as many of his potions as possible in preparation for stage 2;<br />
* Pick Taurog and get his Armor in preparation for stage 3. Only recommended if you don't prep Dragon Shield.<br />
<br />
As far as other preparations go, some of the best picks are probably:<br />
* Compression Seal helps you to carry more items into subsequent stages. This benefit generally outweighs getting money / free items.<br />
* Fewer Glyphs makes it more difficult to get some of the "good" glyphs, however it ensures that the glyphs you do carry over to the next stage(s) have a boosted conversion value.<br />
* Dragon Shield is arguably the best Guild prep for this triple quest. Gorgward helps a lot during stage 2, however most approaches will not be able to afford losing out on the resists to prep it.<br />
* Quest Items help increase the likelihood of items like Platemail, Dragon Soul, Soul Orb, Balanced Dagger, all of which are really helpful during the last two stages. Alternatively, Apothecary can provide really good potions that help during the later stages. Mana Potions / Schadenfreude are great for Stage 2; Health Potions and one Whuppaz for Stage 3.<br />
* Black Market gives a benefit that can be carried over to the subsequent stages.<br />
<br />
In any case, you will want to have, at minimum, the following resources when you leave the stage:<br />
* BURNDAYRAZ (you need it for stage 2)<br />
* 1-2 Schadenfreude potions, 4-5 Mana potions (you need it for stage 2)<br />
* 4 Health Potions (you need it for stage 3)<br />
* item(s) giving you minimum 15% physical resist (you need it for stage 3)<br />
<br />
''Malamort wondered: was that truly the real form of Zin Kibaru? Bodies of waters started boiling nearby, and the trees ran red with what surely had to be some kind of sap. Surely. Malamort had a terrible feeling about what the slaying of this creature could mean. But there was no time to contemplate. A rippling sensation rose in the Bloodmage's chest like the rattling of a thousand tiny pebbles, and was already beginning to spread. The time to leave was now, lest the Crumpet line end at Havendale.''<br />
<br />
== Scenario 2 - Shifting Passages ==<br />
<br />
[[File:TripleQuest3_Scenario2.PNG|right|450px]]<br />
<br />
''At long last, the Kingdom is taking formal action in the conflict. Malamort Crumped succeeded in reaching the authorities with vital information, but only managed to get across the barest of information before succumbing to whatever magical curse Zin Kibaru's death had inflicted. The Bloodmage was still alive... barely. But the magically-induced coma had no known cure at this point. Two brave heroes - Warhamma Gobbo of the Goblin Embassy and Kim Royce of the Order of Paladins - volunteered to venture into the deadly Shifting Passages up north and follow up on the lead Crumpet gave them. They had no idea what to expect, aside from an alleged entrance to some sort of magical plane where - if Crumpet was to be believed - some of the legendary Spiders still existed. There was much trepidation in this mission. Discoveries of mysterious "monster factories" in the East raised more questions than answers, and they seemed closely tied to Spider magic. What awaited these brave adventurers beneath the harsh, cursed sands of the old Northern Empire? Warhamma volunteered to take the lead and clear the passages. It was the least an aging Warlord could do.''<br />
<br />
==== Player Character ====<br />
<br />
Warhamma Gobbo, the {{GoWa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1 (plus the Warlord's standard issue CYDSTEPP glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, subdungeons or glyphs! There is a single altar, dedicated to {{g|Taurog}}.<br />
<br />
==== Special Rules ====<br />
<br />
Every single creature, including the boss, has {{t|Death Gaze}} 100% (meaning they petrify the character unless he is at or above maximum health). ( If you have any Gorgons, they will gracefully only sport their usual 50% Death Gaze.) Furthermore, the map follows the wall formation algorythm of [[Shifting Passages]], so special care must be taken when killing monsters to avoid getting boxed in. Try guessing the direction of the corridors and stand on would-be-wall tiles, or make use of the rightmost column that is always safe.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Djinn}}, {{m|Dragon Spawn}}, {{m|Goat}}, {{m|Wraith}}, {{m|Changeling}} and {{m|Ratling}}. Monster difficulty is 130%. There are no Level 1 monsters.<br />
<br />
==== Boss ====<br />
<br />
The bosses are each alteregos of the character:<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Magic Immune, Death Gaze 100%).<br />
* Warhamma Gobbo ({{GoWa}} icon, Attack 97, Health 412, First Strike, Blinks, Physical Immune, Death Gaze 100%).<br />
<br />
Furthermore, when struck, each boss will re-randomize certain additional traits, just like Evolvia on Shifting Passages, and most notably Retaliate:Fireball is one of the random abilities that can come up.<br />
<br />
==== Strategy ====<br />
<br />
The leveling phase should not require special resources. You can afford 3 strikes against a monster who cannot 1-hit KO you, with a pre-cast CYDSTEPP; this should be enough to kill monsters who are at least 1 level above you. Goats and Gorgons make excellent targets for even higher-level kills. The Changelings are OK initially, if you can wear them down combined with exploration, but later on become too resource intensive. In any case, even if you have to avoid a couple of high-level Changelings, Djinni or Dragonspawns, you should be able to level up to L8 considering also that you can convert a few items for XP.<br />
<br />
The bosses, however, are really difficult, because both of them require you to spend your Mana (for Fireballs or for CYDSTEPPs), which is not overly abundant. If you have Tikki Tooki's potions from stage 1, that makes the Magic Immune boss easier, but it does not really help with the Physical Immune boss, who is anyway the tougher of the two. Even if you start the boss fight just shy of L7, and have 2 level-ups banked, you will likely need a lot of mana restoration (probably 2 Schadenfreudes and 4 Mana Potions).<br />
<br />
Initially focus on the Physical Immune boss, then on the Magic Immune one (unless you start the bossfights with no blackspace left, in which case you can use your health to do some damage to the Magic Immune boss). If you kept the BLUDTUPOWA glyphs from stage 1, you can use it to more effectively fight the Physical Immune boss; be leaving thin patches of blackspace, you can convert health into mana (and use B2P to uncover the boss should he blink into blackspace).<br />
<br />
As difficult this stage may be, it is still just a preparation for the last stage. Taurog is there to allow you to take some of his boons - it is normally enough to join him after the boss fights, his initial piety reward, coupled with a couple of mop-up kills, should be sufficient to afford you what you need.<br />
<br />
You want to leave this stage with the following:<br />
* Items giving you at least 30% physical resist<br />
* 4+ Health Potions<br />
<br />
Though, optionally, you can have a lot of other things that will come in very handy during the last stage:<br />
* Mana and/or Schadenfreude potions<br />
* 1 Burn Salve<br />
* Dragon Soul<br />
* Soul Orb<br />
* +Damage item(s) like Skullpicker<br />
* If you don't have very high resists, keep the CYDSTEPP glyph<br />
<br />
''These twin demons must have been some part of the Spider's monster cloning experiments. Or something. Warhamma understood little about this situation, but it definitely wasn't good. Whatever this magic was, it obviously held some influence over the goblin, and the old Warlord was spent from all the fighting. Perhaps it was best to step back and let a divinely-blessed Paladin lead the final charge...''<br />
<br />
== Scenario 3 - Demonic Library ==<br />
<br />
[[File:TripleQuest3_Scenario3.PNG|right|450px]]<br />
<br />
''Kim Royce. Founder of the Order of Paladins, veteran of countless battles, loyal servant of the Ministry and fighter of evil magic. As a child, Kim had experienced dark dreams of eight-legged horrors and blood magic, but it had taken years to even understand what they meant. Shortly before the debacle at Havendale, Kim had attempted to hunt down and bring judgement upon a young Bloodmage showing signs of harnessing Spider power. It hadn't ended well, and Kim was still recovering from a wound that would have slain a lesser warrior - the friendship of an old goblin warlord had proven to be the Paladin's salvation. Her pride, on the other hand, was beyond salvaging. At least until now. Kim was determined to step through the Spider Portal at the bottom of this dungeon, put an end to the Kingdom's malus and find some answers to lifelong questions.''<br />
<br />
==== Player Character ====<br />
<br />
Kim Royce, the {{HuPa}}<br />
<br />
==== Preparations / Resources ====<br />
<br />
No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2 (plus the Paladin's standard issue HALPMEH glyph). Although the map has a standard assortment of shops and stat boosters, it has no gold, potions, normal subdungeons or glyphs! There is a single altar, dedicated to {{g|Glowing Guardian}}.<br />
<br />
==== Special Rules ====<br />
<br />
None.<br />
<br />
==== Monsters ====<br />
<br />
The map hosts: {{m|Doom Armor}}, {{m|Djinn}}, {{m|Thrall}}, {{m|Succubus}}, {{m|Cultist}} and {{m|Steel Golem}}. Monster difficulty is 130%.<br />
<br />
==== Boss ====<br />
<br />
Similar to Demonic Library, there are five mini-bosses on the main map; slaying each of them will allow access to the central subdungeon that hosts the real boss.<br />
<br />
The mini-bosses are each called "The Avatar", and have 2 forms each:<br />
* The Avatar (1st form) (Attack 105, Health 100, No Experience, Revives)<br />
* The Avatar (2nd form) (Attack 105, Health 666, No Experience)<br />
<br />
However, striking any of the 2nd form Avatars re-randomizes the Attack, Magic Resist, Physical Resist and attack type of each 2nd form Avatars. This will be very important during this stage of the boss fights.<br />
<br />
When you kill one of The Avatars, 10 random "Kingdom Pawn"s will spawn. These pawns are Level 1, and have Attack 4, Health 8, First Strike, and one random trait from the following: Mana Burn or Corrosive or Curse Bearer. Be cautios about the Curse Bearers especially, given how their First Strike means you get double curse stacks for killing them. They drop an item about 50% of the time from the following list:<br />
* {{i|Bargain Pendant}}<br />
* {{i|Compression Seal}}<br />
* {{i|Spoon}}<br />
<br />
Also, killing all but the last one of The Avatars will give you 100 Piety.<br />
<br />
The final boss is The Watcher (Attack 100, Health 1000, Bloodless, Poisonous). Each attack against him increases both his Physical Resist and Magic Resist by 5%!<br />
<br />
==== Strategy ====<br />
<br />
First of all you want to level up. Ideal targets will be the Imps and Doom Armors. If you have the Soul Orb, Thralls also become (relatively) easy pickings. Steel Golems and Succubuses will be more difficult, in fact it is recommended to leave them until they are outleveled and can be 1-shot killed. There is generally no reason not to start worshipping GG as soon as you find his altar, it will be important to build up some initial piety with him for the boss fights.<br />
<br />
The initial forms of The Avatar mini-bosses are not difficult, and should become feasible around L4-5. Kill them all, though don't touch the 2nd forms of the mini-bosses until you're done with the leveling/exploration. You will not really be able to use blackspace against them, so explore the full map (you may leave a couple of dark wall tiles to round up health/mana, but not too many will be needed).<br />
<br />
Fighting the 2nd form of the mini-bosses can be tedious. They have an enormous amount of health, can deal a lot of damage, and can sport very high resistances. You will have to mouse over each of them before every strike, to see which ones do the least amount of damage to you; though try to also consider the amount of damage you will do, i.e. a form that does low damage but has extremely high resists is probably less efficient to attack than a form that does a bit more damage, but has much lower resists. Certain items such as the platemail and the martyrs wraps can aid you immensely with this process, as you can deal damage without taking damage yourself or stack up many many layers of corrosion.<br />
<br />
As the bosses start to die, you will find it harder and harder to get an optimal hit in. It is therefor recommended that you try to deplete the bosses health in a balanced way, sometimes picking a boss who is less optimal but has higher health, just to keep as many of them alive as possible until each of them come within 1-hit range. That said, the benefit of killing one of them is huge, because you gain piety, and the monsters spawned allow you to gain XP and some useful items. The Compression Seals nicely offset the beads you will most likely end up taking from GG, the Bargain Pendants are excellent conversion fodder, and the spoons can help round up your damage a bit though are going to be pretty useless by the end.<br />
<br />
Use the resources available to refill (Protection boon from GG; Potions; level-up). This is a long and tedious fight, and the RNG can roll next to impossible stats for the mini-bosses, so try to be patient and carefully weigh the benefits of killing a mini-boss earlier versus keeping her alive longer.<br />
<br />
Once you're done with all of them, you should have ample resources available to bank one more level-up for the final bossfight. The Watcher is not terribly difficult (especially if you unload that Can of Whupaz you've been lugging all along just for this occasion), however his special ability makes it impossible to regen-fight him. Which is why any last refills (for example, that last level-up) will be very useful.<br />
<br />
Good luck! :) Winning this stage will earn you an audience with someone cute!<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goatperson&diff=56716Goatperson2018-04-10T07:00:59Z<p>Chandl34: /* {{a|PROTOTYPE}} */ Goatperson gets Bet on the Boss bonus.</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|MonsterClassInfobox}}}<br />
|Name=Goatperson<br />
|ShortHand=<br />
|Tooltip=MONSTER CLASS&#10;SCAPEGOAT: Randomly worships a new god per level, no conversion or desecration&#10;PROTOTYPE: No restoration effects on level-up, gold instead of trophies&#10;HERBIVORE: Eats food while exploring. Killing enemies yields more food&#10;&#10;Goatpeople gain Full HP and MP for every 100 (+10 stacking) Conversion Points<br />
|Traits=<br />
;{{a|SCAPEGOAT}}: Randomly worships a new god per level, no conversion or desecration<br />
;{{a|PROTOTYPE}}: No restoration effects on level-up, [[gold]] instead of trophies<br />
;{{a|HERBIVORE}}: Eats food while exploring. Killing enemies yields more food<br />
|Conversion=Refills HP and MP for 100 (+10 cumulative) CP<br />
|ConversionCost=100 (+10)<br />
|ConversionEffect=Refills HP and MP<br />
|Unlock=Find at least 6 [[gods]] (enough that two altars will spawn in dungeons), and pay {{gold|3000}} at the [[Goat Glade]].<br />
|Group=Special<br />
}}</onlyinclude><br />
<br />
''"The accurate and persistent balancing of this class isn’t guaranteed."''<br />
<br />
The Goatperson is the secret monster class, acquired by unlocking the [[Goat Glade]] (available to early supporters or as DLC on Steam). It is a dangerously experimental class, based on short-term and sometimes ''extremely'' short-term decisions.<br />
<br />
== Class Features ==<br />
<br />
=== {{a|SCAPEGOAT}} ===<br />
<br />
The Goatperson will randomly worship a new god out of the 3 that have altars in the dungeon (or 2, if you haven't unlocked enough gods yet) upon level up. The no-desecration aspect is simply done so that you can't escape this change by destroying the other altars. This trait is designed to severely limit the strategies that one can implement, as it is impossible to be sure when you will be forced to worship one god instead of another. The Goatperson will always change to a different deity on each level-up, and will never remain with the same deity.<br />
<br />
=== {{a|PROTOTYPE}} ===<br />
<br />
The fact that the Goatperson does not heal upon level up completely torpedoes mid-fight level-up strategies, and makes progression much, much more difficult. While you can still heal mid-fight by converting, the increasing conversion cost makes this rather costly, and severely limits supply. The exploration phase is also much more difficult, because you cannot rely on leveling up to heal you. Therefore, the ''only'' ways for your character to heal at all are by exploring (which is limited by your food supply, which is only replenished by killing monsters), using glyphs, converting items, using potions, and taking god boons. All of these are in limited supply. Exploring becomes extremely conservative, as you will be forced to heal every wound by using consumables. By the time you reach the boss, it's likely that you won't have any way left to heal yourself.<br />
<br />
{{t|Poisoned}} and {{t|Mana Burn}} are far more dangerous afflictions to the Goatperson than to usual classes, since he does not recover from them when he levels up!<br />
<br />
The last feature (gold instead of boss trophies) merely ensures that you cannot use the Goatperson for quest progression. For a trophy that would give 230gold at the taxidermist you get 230 on the spot, trophies do not reduce in price, and 2 bosses means 25 gold for first boss and 230 (or whatever taxidermist says) for the second. If so, this could be useful, as it would allow one to get around that fact that a trophy's price drops the more that you collect that particular trophy. Don't forget to buy any items you want to locker on the way out. Most notably, {{i|Amulet of Yendor}} and {{i|Orb of Zot}} are highly expensive and consumable, making each of them a very lucky find if you were looking to locker it.<br />
<br />
=== {{a|HERBIVORE}} ===<br />
<br />
Exploring a tile costs food, which takes up a small inventory space for your whole supply. Killing an enemy gives 9 food, and, more to the point, exploring without food damages you until you GET FOOD or DIE. Each tile uncovered will deplete 1 food. As you might be able to tell, this adds up ''really quick''. This obviously is meant to limit exploration, as no food is consumed by going back over uncovered tiles. <br />
<br />
== Strategy ==<br />
Simply put, this class was carefully balanced to stack the deck against the player as much as physically possible without making it completely impossible to win. This is a challenge class. If you can beat a dungeon with this class, then you're either inordinately lucky or an absolute master at this game.<br />
<br />
The food system turns the conventional wisdom about popcorn on its head. Very often, you will have to burn through popcorn just to stay fed. You may also choose to kill popcorn enemies to please your current god, or to avoid angering another god. Only with exceptional luck will you be able to save popcorn to the extent that most other classes get to take for granted. However, where other classes get level-up heals, a Goatperson instead refills from hitting conversion point thresholds. This greatly lessens the damage done by having a half-empty popcorn bowl in the late game. It is still good to leave some popcorn when you can, however. By killing popcorn early, you reduce the total amount of bonus experience gained from mid-level monsters, and therefore it becomes harder to reach high levels.<br />
<br />
The closest thing to the Goatperson conversion bonus is the bonus for {{r|Goblin}}s. Because the Goatperson refill does not depend on experience points, it is easier to hit a refill spike, compared to the Goblin who often needs popcorn to make up an experience gap, especially at high levels.<br />
<br />
== Preparations ==<br />
<br />
Goatperson has a hard time surviving to the late game due to starvation and due to how his bonuses cost CP or piety. While leveraging piety in the late game affords him some flexibility, his early game is so fragile that your preparations should be at least moderately front-loaded.<br />
<br />
Preparing the fireball magnet to begin with {{s|BURNDAYRAZ}} is highly recommended. You might also prepare {{i|Elven Boots}} and Smuggler's Den. By having an enlarged mana pool, a {{s|BURNDAYRAZ}} glyph, and quick access to level 1 monsters, you can be sure to hit the ground running, greatly reducing the very real danger of starving. Another great thing about {{i|Elven Boots}} is that it continues to be a strong item in the late game, and it synergizes with all the refills you'll be getting from your conversion points.<br />
<br />
Items that can be used as general-purpose "get out of jail free" cards (such as {{i|Namtar's Ward}}, which grants you an emergency death protection each level) are exceptionally good preparation choices as well. A Goatperson who likes variety can get a lot of mileage out of preparing a fourth altar, though a safe piety farm like {{g|Mystera Annur}} might be more palatable to a more conservative play style. Due to his vulnerability to afflictions, the Goatperson should ''never'' prepare {{i|Patches the Teddy}}. The {{i|Slayer Wand}} is a reliable last resort to gain a little food when stuck with only too-high level monsters, and is probably the best Blacksmith preparation for most dungeons. While you can prepare a specific altar, and it will normally spawn closer to you, there is no guarantee that you will actually worship that deity.<br />
<br />
{{i|Amulet of Yendor}} is a very good item to prepare, and you can safely prepare more attack boosters instead of flame magnet. Immediately leveling up 4 times is often enough to scout all altars, and lets you make a plan for the run. Since you had already earned a lot of bonus experiences, You don't really need to fight against a higher level enemy. This way you can also skip some hard deities for early levels such as {{g|Tikki Tooki}} or {{g|Taurog}}. You can start to eat some lower level monsters early on, which may save the run by food supply.<br />
<br />
== Glyphs ==<br />
<br />
Leveraging the goat's conversion bonus is a sensitive matter of timing. Since every glyph conversion will grant a full refill (or at least come close), you will have to think twice before picking them up or converting them. Only {{s|BURNDAYRAZ}} should be picked up every time. Other glyphs can often be left on the ground as insurance. In particular, {{s|LEMMISI}} can't just be spammed and then converted. If you find it early, you might want to cast it occasionally when you need to heal, but if you find it when you already know the map layout, you probably should leave it on the ground. {{s|APHEELSIK}} should probably be left on the ground most of the time, but it might actually be useful if you hit a food surplus at some point. It is weak overall and highly situational.<br />
<br />
The {{s|BLUDTUPOWA}} glyph is an excellent early find for the Goatperson. Because it reveals 3 tiles, but only costs 1 food, it allows you to effectively explore at a reduced cost. If used repeatedly over the course of the dungeon, the Goatperson can save up enough food that he doesn't need to worry about his exploration limitations anymore. If enough food is saved, he can even convert some in the end-game for extra heals. Be mindful that the Glowing Guardian does not like this glyph.<br />
<br />
{{s|GETINDARE}} is fairly strong at any time, but needs a little damage to back it up. Any time you would normally need to eat potions or conversions, there is a chance that the stacking dodge chance will save you valuable resources.<br />
<br />
{{s|WONAFYT}} is a nice safety glyph that will keep you from starving. If your food is low, it can be a life-saver. You will want to create a good opportunity to convert it for a refill in the mid-game, though.<br />
<br />
{{s|PISORF}} is great for multiple boss fights. Because a Goatperson can convert glyphs for several refills over the course of a fight, it can pay off quite well if the bosses can be lined up without too much trouble. This can also be combined with {{s|WEYTWUT}} glyph, which by itself can be used to get past a nasty obstacle, but can be left on the ground as insurance otherwise.<br />
<br />
== Deity Guide ==<br />
<br />
'''{{g|Glowing Guardian}}'''<br />
The Glowing Guardian is an above-average draw for the Goatperson. Most of his piety comes from persistent worship, which is not possible due to the forced conversion on every level-up. {{boon|Humility}} will reduce your health regeneration and fireball damage, which is dangerous for this character. However, {{boon|Cleansing}} helps alleviate the Goatperson's weakness to afflictions, and the Goatperson is free to drink potions whenever he "bounces" out of this religion which allows him to avoid the primary downsides of Glowing Guardian Worship. Converting food is an effective way of earning piety with the Glowing Guardian. Due to his dislike of poison and lifesteal, it is important to be mindful of which boons you select from Dracul or Tikki Tooki.<br />
<br />
'''{{g|Tikki Tooki}}'''<br />
Potentially game-ending if you are assigned to him at the 1st level. It is very difficult to earn piety with Tikki Tooki as a 1st level character, and his punishment must be avoided at all costs. However, for a higher-level Goatperson he is an excellent source of piety, and his {{boon|Dodging}} and {{boon|Tikki's Edge}} boons offer superb long-term value. Be mindful not to pick the {{boon|Poison}} if the Glowing Guardian is present.<br />
<br />
'''{{g|Taurog}}'''<br />
Similar to Tikki Tooki, this god can be problematic if you are assigned at the 1st level. Because the Goatperson is often reliant on his fireball glyph for his first kill (particularly if boxed in on a hard or higher difficulty scenario) this can immediately invoke Taurog's punishment, which can be game-ending. However, Taurog is otherwise an invaluable source of piety to fuel your other deities. If you have either Dracul or Pactmaker in addition to Taurog, stacking resistances can be a very effective approach.<br />
<br />
'''{{g|The Earthmother}}'''<br />
A mediocre draw for the Goatperson. Because you will not receive the free {{s|IMAWAL}} glyph on worship, earning piety with her is far more difficult than usual. You will need to rely on other deities to fuel her, or use {{boon|Plantation}}. Because of her limited piety generation with the {{c|Goatperson}}, {{boon|Vine Form}} and {{boon|Greenblood}} have less value than usual, but {{boon|Plantation}}, {{boon|Clearance}}, and {{boon|Entanglement}} remain top-notch boons. It's also easier than normal to clear out plants, as you get free conversions out of her religion at regular intervals.<br />
<br />
'''{{g|Mystera Annur}}'''<br />
Mystera is a variable deity for the Goatperson. Fully utilising her can require some forethought and a bit of luck. To take advantage of {{boon|Refreshment}}, you need to make sure you don't hit the conversion threshold when you convert a glyph, as otherwise her 50% mana restore is wasted when your 100% health and mana restore kick in. This means you should trigger your first conversion with items, then ensure that every time you convert a glyph subsequently it doesn't take you over the next conversion threshold. For full effect you must be worshiping Mystera when you convert your glyphs, but since the Goatperson cannot control his deity selection the power of {{boon|Refreshment}} could be halved at not fault of your own. Given that setting up mid-battle level-ups are not a favorable approach for the Goatperson, this can make it a gamble as to whether you will land on Mystera for key boss fights or not.<br />
<br />
On the piety front, Mystera is a double-edged sword. If you're well-stocked with food she's remarkably easy to generate piety with and can be used to fuel boons from deities better suited to the Goatperson. However, if you're low on food you may often be forced to kill magic-user monsters that you might otherwise have avoided. She can heavily tax your piety in such situations. As a result, it's a very good idea to remove magic damage monsters from the field between level-ups.<br />
<br />
'''{{g|Binlor Ironshield}}'''<br />
Similar to Earthmother, you do not receive the free {{s|PISORF}} glyph as a Goatperson. This makes earning piety with Binlor somewhat difficult if you don't have the right equipment. However, if you can accrue {{piety|35}} with another deity you can purchase {{boon|Stone Soup}} to get a free {{s|ENDISWAL}} glyph. Because the Goatperson can purchase boons between three deities, he will rarely run into the issue of depleting all the walls on the level.<br />
<br />
'''{{g|Jehora Jeheyu}}'''<br />
A very dangerous, but potentially rewarding, draw for the Goatperson. The vulnerability to mana burn and poison mean getting the {{boon|Petition}} boon ''immediately'' is a top priority, and his inability to desecrate other altars can make this difficult if you get stuck with Jehora at LV1. If you are transferred to his religion with {{piety|50+}}, however, picking up {{boon|Petition}} is easy and you can completely skip over his normal limits. Jehora's boons are quite powerful for the Goatperson. Note that {{boon|Chaos Avatar}} will not automatically heal the Goatperson when used, but since it grants 100 conversion points it will often trigger the Goatperson's conversion bonus; however, it will cause you to convert due to the level-up. Converting food is a superb way to earn piety with Jehora Jeheyu.<br />
<br />
'''{{g|Dracul}}'''<br />
By far the most powerful deity for the Goatperson, all of Dracul's boons are exceptionally useful for him. Because the Goatperson has no inherent resistances, {{boon|Blood Hunger}}'s penalty is meaningless to him. His focus on end-game spiking makes {{boon|Blood Tithe}} and {{boon|Blood Swell}} incredibly worthwhile. When combined with other resistance-granting deities, {{boon|Blood Shield}} is incredibly potent. When using Dracul's boons, be mindful of potential conflict with the {{g|The Earthmother}} and {{g|Glowing Guardian}}, both of which dislike {{t|Life steal}}. You should avoid {{boon|Blood Hunger}} if those deities are present. {{g|The Earthmother}} does not have a problem with {{boon|Blood Tithe}}, but the {{g|Glowing Guardian}} does. This doesn't preclude you from picking the boon, but you must make sure not to tread on the bloodstains when under his religion. Make sure you drink your healing potions and slay any undead when you are worshiping a different deity.<br />
<br />
'''{{g|The Pactmaker}}'''<br />
Another deceptively great find for the Goatperson. You cannot actually "worship" the Pactmaker, but some of his pacts are extremely useful. The {{boon|Body Pact}} works quite well when combined with other resistance-granting deities, but the real secret is the {{boon|Scholar's Pact}}. This cancels out the normal Goatperson penalty that prevents him from healing on level-up, allowing him to gain far more value from this pact than other classes would normally. This is well worth {{piety|10}} on each level-up.<br />
<br />
==== Deity Interactions ====<br />
<br />
Being able to tap into several dieties during a single run may be a huge blessing in disguise. For example, you can cast spells while worshipping {{g|Mystera Annur}}, level up with an empty Mana bar, then kill off the low-level magic-using monsters worshiping {{g|Taurog}}. You can slow low-level monsters worshipping {{g|Jehora Jeheyu}}, killing a couple of higher-level foes to level up, then switch to {{g|Tikki Tooki}} and kill off the slowed low-level monsters. You can build walls worshiping {{g|Mystera Annur}}, then destroy them after switching to {{g|Binlor Ironshield}}. You can fight the boss, using up your potions, then level up and switch to {{g|Glowing Guardian}} and convert stuff to gain restorations and piety that can fuel Protection. However, the Goatperson's food requirement and lack of control over conversion means that he's often forced into making unfavorable plays. Being able to handle bad situations is just as important as being able to leverage good ones.<br />
<br />
If The Pactmaker is one of your three altars, then you will have certainty on your level-up conversion. If The Pactmaker is not present, or you prepared Extra Altar, the conversion will be less predictable, so it may be that one particular Deity almost never comes up. This requires a bit of thought about what a potential conversion would do, and may make you play more conservatively.<br />
<br />
As you cannot desecrate, you have no access to Indulgences or the quick Piety gain. However, as you should be able to avoid most Deity punishments thanks to the conversions, and you do not lose Piety for converting, you should be able to come out even ahead versus other classes.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56652Traits2018-03-25T01:51:27Z<p>Chandl34: APHEELSIK does not give the poisonous melee attack buff.</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
: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.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of {{g|Jehora Jeheyu}}.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
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}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses. The {{c|Crusader}} has this trait.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
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}}.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
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}}.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive."<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
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.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
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. <br />
<br />
[[File:First strike.png|left]]<br />
<br />
=== First strike ===<br />
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.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
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}}.<br />
<br />
[[File:Humility.png|left]]<br />
<br />
=== Humility ===<br />
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty. Gained by desecrating altars.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
: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.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
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]].<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
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.<br />
<br />
: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.<br />
<br />
Gained from the {{i|Vampiric Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
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}}, and {{boon|Stone Form}}.<br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target. Gained from the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.<br />
<br />
[[File:Prestige.png|left]]<br />
<br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
: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.<br />
<br />
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
: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)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
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.<br />
<br />
: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.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
: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.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
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]]. <br />
<br />
: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}}).<br />
<br />
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the {{i|Wicked Guitar}}.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the {{i|Orb of Zot}}.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
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.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
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.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
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.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
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.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
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.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
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 "Petrified" when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
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.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
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}}.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields no experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
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.<br />
<br />
: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.<br />
<br />
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
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. <br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
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.<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
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.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56651Traits2018-03-25T01:48:26Z<p>Chandl34: Incorrect item for heavy fireball</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
: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.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of {{g|Jehora Jeheyu}}.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
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}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses. The {{c|Crusader}} has this trait.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
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}}.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
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}}.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive."<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
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.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
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. <br />
<br />
[[File:First strike.png|left]]<br />
<br />
=== First strike ===<br />
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.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
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}}.<br />
<br />
[[File:Humility.png|left]]<br />
<br />
=== Humility ===<br />
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty. Gained by desecrating altars.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
: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.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
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]].<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
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.<br />
<br />
: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.<br />
<br />
Gained from the {{i|Vampiric Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
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}}, and {{boon|Stone Form}}.<br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target. Gained from {{s|APHEELSIK}}, the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
: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.<br />
<br />
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
: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)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
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.<br />
<br />
: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.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
: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.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
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]]. <br />
<br />
: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}}).<br />
<br />
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the {{i|Wicked Guitar}}.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the {{i|Orb of Zot}}.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
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.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
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.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
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.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
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.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
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.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
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 "Petrified" when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
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.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
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}}.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields no experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
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.<br />
<br />
: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.<br />
<br />
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
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. <br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
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.<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
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.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50644Vicious Steel2015-05-31T18:54:26Z<p>Chandl34: /* Strategy */</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
The Indomitable's attack damage drops dramatically with every lost death protection, and shortly can be negated with at least 3 [[Traits|damage reduction]]. Despite being corroded, you will not take damage once his attack damage is less than or equal to your damage reduction. With [[Items|platemail]] this can be achieved at ~40 remaining death protections. If you're able to negate the damage, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to knockback The Indomitable. Don't Whupaz BlahBlah into The Indomitable, or he will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your base damage will help. With enough damage, you can have BlahBlah anywhere from 50% health to 1 hp before his fight even begins.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50643Vicious Steel2015-05-31T16:40:28Z<p>Chandl34: /* Strategy */</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
The Indomitable's attack damage drops dramatically with every lost death protection, and shortly can be negated with at least 3 [[Traits|damage reduction]]. Despite being corroded, you will not take damage once his attack damage is less than or equal to your damage reduction. With [[Items|platemail]] this can be achieved at ~40 remaining death protections. If you're able to negate the damage, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to knockback The Indomitable. Don't Whupaz BlahBlah into The Indomitable, or he will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your melee damage will help. With enough damage, you can have BlahBlah anywhere from 50% health to 1 hp before his fight even begins.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50642Vicious Steel2015-05-31T16:37:37Z<p>Chandl34: /* Strategy */</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
The Indomitable's attack damage drops dramatically with every lost death protection, and shortly can be negated with enough [[Traits|damage reduction]]. Despite being corroded, you will not take damage once his attack damage is less than or equal to your damage reduction. With [[Items|platemail]] this can be achieved at ~40 remaining death protections, but will require 3 damage reduction minimum. If you're able to negate the damage, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to knockback The Indomitable. Don't Whupaz BlahBlah into The Indomitable, or he will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your melee damage will help. With enough damage, you can have BlahBlah anywhere from 50% health to 1 hp before his fight even begins.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Plant&diff=50641Plant2015-05-31T04:39:34Z<p>Chandl34: Curse plants are not 100% magic resistant</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|MonsterInfoBox}}}<br />
|DisplayText={{{DisplayText|Plant}}}<br />
|Name=Plant<br />
|HP=1<br />
|Att=0<br />
|Traits=??<br />
|Unlock=??<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
Plants are a class of non-experience-bearing monster that litters certain levels like the [[Ick Swamp]]. Worshipping [[Full:Earthmother|The Earthmother]] can lead to these being spawned.<br />
<br />
Nearly all plants have 1 HP, 0 damage, {{t|First Strike}}, {{t|Bloodless}} (doesn't leave a blood pool) and {{t|No Experience}} (for killing them). Basic plants can be removed without worry, but any effect that triggers on your next attack (such as the {{s|ENDISWAL}} or {{s|BYSSEPS}} glyph) will trigger. Other varieties of plant have certain effects that may be deleterious to your passage:<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
! Name<br />
! Notes<br />
|-<br />
| '''Plant''' <br />
| Basic plant<br />
|-<br />
| '''Mysterious Murkshade'''<br />
| {{t|Mana burn}}, 100% magic resist <br />
|-<br />
| '''Poisonous Pod'''<br />
| {{t|Poisonous}}, 100% magic resist <br />
|-<br />
| '''Erosive Eelroot'''<br />
| {{t|Curse Bearer}}<br />
|-<br />
| '''Corrosive Creeper'''<br />
| {{t|Corrosive}}, leaves corrosive pool on death<br />
|-<br />
| '''Barbing Bush'''<br />
| 999 Attack<br />
|}<br />
<br />
Corrosive Creepers and Barbing Bushes are vulnerable to magical damage, but the former will leave a pool of acid behind. Both are also susceptible to {{s|PISORF}} and {{s|WEYTWUT}}. Mysterious Murkshade and Poisonous Pods can both be killed just prior to leveling up, since their status effects are cleared away whenever you level up. It is possible to dodge a plant's effect, which means any character with a dodge chance can attack plants to gain piety with {{g|Jehora Jeheyu}} or {{g|Tikki Tooki}}.<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=50640Traits2015-05-31T04:35:30Z<p>Chandl34: /* Corrosion */ moved removal to correct section</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
: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.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion<br />
<br />
[[File:Blood Curse.png|left]] <br />
=== Blood Curse ===<br />
Level number increased by 1.<br />
<br />
[[File:Body Pact.png|left]]<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)<br />
<br />
[[File:Burning Strike.png|left]] <br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive (player) ===<br />
Corrosive Attack (target permanently takes extra damage.<br />
<br />
[[File:Crushing Blow.png|left]] <br />
=== Crushing Blow ===<br />
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]] <br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
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.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
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.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
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.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.<br />
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
: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.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
=== Learning ===<br />
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.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
: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.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
: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.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
: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.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
: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.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
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]]. <br />
<br />
: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}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
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.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
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 "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
[[File:Magical attack.png|left]] <br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]] <br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
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.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
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}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=50639Traits2015-05-31T04:35:02Z<p>Chandl34: /* Cursed */ removal in wrong section</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
: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.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion<br />
<br />
[[File:Blood Curse.png|left]] <br />
=== Blood Curse ===<br />
Level number increased by 1.<br />
<br />
[[File:Body Pact.png|left]]<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)<br />
<br />
[[File:Burning Strike.png|left]] <br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive (player) ===<br />
Corrosive Attack (target permanently takes extra damage.<br />
<br />
[[File:Crushing Blow.png|left]] <br />
=== Crushing Blow ===<br />
The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]] <br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
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.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
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.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
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.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.<br />
* '''A monster''': both entities are dealt Knockback% of your base damage as physical damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
: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.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
=== Learning ===<br />
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.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
: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.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
: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.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
[[File:Cursed.png|left]] <br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-Cursed monster (1 stack), {{g|The Earthmother}}'s Greenblood (1 stack), {{g|Glowing Guardian}}'s Enlightenment (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{g|Glowing Guardian}}'s Cleansing, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{g|Glowing Guardian}}'s Cleansing, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{g|Glowing Guardian}}'s Cleansing (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
: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.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
: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.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
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]]. <br />
<br />
: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}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
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.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
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 "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
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.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
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.<br />
<br />
[[File:Magical attack.png|left]] <br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]] <br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
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.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
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}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50634Vicious Steel2015-05-30T18:05:44Z<p>Chandl34: /* Strategy */</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
Since The Indomitable's attack damage drops dramatically with every lost death protection, you can completely negate his damage with enough [[Traits|damage reduction]]. Once his damage is less than or equal to your damage reduction, you will no longer take damage. With [[Items|platemail]] this can be achieved at ~40 remaining death protections. You will need at least 3 damage reduction to negate damage. If you're able to do this, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to kill The Indomitable. Don't Whupaz BlahBlah into The Indomitable! He will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your melee damage will help. With enough damage, you can have BlahBlah anywhere from 50% health to 1 hp before his fight even begins.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50633Vicious Steel2015-05-30T17:59:15Z<p>Chandl34: /* Strategy */</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
Since The Indomitable's attack damage drops dramatically with every lost death protection, you can completely negate his damage with enough [[Traits|damage reduction]]. Once his damage is less than or equal to your damage reduction, you will no longer take damage. With [[Items|platemail]] this can be achieved at ~40 remaining death protections. You will need at least 3 damage reduction to negate damage. If you're able to do this, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to kill The Indomitable. Don't Whupaz BlahBlah into The Indomitable! He will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your melee damage will help.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Vicious_Steel&diff=50632Vicious Steel2015-05-30T17:55:51Z<p>Chandl34: /* Strategy */ Added Vicious Steel knockback strategy</p>
<hr />
<div>[[File:Vicious_Steel.png|right|450px]]<br />
__NOTOC__<br />
<br />
This is a Vicious difficulty dungeon populated with many nasty minions such as Illusions and Animated Armors. While it may seem exactly like the regular [[Halls of Steel]], there are a couple differences that make it much more difficult. It is unlocked by completing [[Halls of Steel]] with four classes. <br />
<br />
== Overview ==<br />
'''Monsters:''' Animated armors, Wraiths, Warlocks, Steel Golems, and Illusions. <br />
<br />
'''Boss:''' {{Monster|name=The Indomitable|type=Animated Armor|hp=222|attack=73|other=[[File:Death_protection.png|link=Death Protection]] (50) [[File:Magical_attack.jpg]]}}<br />
<br />
Unlike the hard version of this dungeon you cannot get rid of the illusions, unless you kill them.<br />
<br />
== Bosses ==<br />
<br />
This dungeon has two fixed bosses.<br />
<br />
# Count Blahblah - 1110 health, 120 attack, Undead, Magical Attack, Lifesteal 30%, Blinks. <br />
# The Indomitable - 222 health, 73 attack, Magical Attack, Corrossive, Death Protection (50 layers)<br />
<br />
== Strategy ==<br />
<br />
'''Suggested Classes:''' Berserker, Bloodmage, Paladin, Sorcerer<br />
<br />
If you play a Bloodmage use your fireballs to kill things above your level and bring a battle mage ring or burning heart so you can [[Battle of attrition|regen-fight]] monsters. When you get to the boss, use all your fireballs until you run out of mana. Then, turn on BLUDTUPOWA and reveal 3 tiles, bringing the boss to 31 hp. If you are at least level 7 you should deal 35 damage, removing another layer of death protection. When you run out of tiles use your mana potions, blood pools, and health potions to finish him off.<br />
<br />
If you play a Paladin, try to maximize out your resistances so HALPMEH will be most effective. Avoid fighting wraiths, illusions, and steel golems, as the mana burn lower resists, and weakening can be crippling. When you cannot gain any more levels begin fighting the boss, but make sure there are tiles left to regen fight. When you fight the boss, get him as low as possible, then explore three tiles. Then, use HALPMEH and tank as many hits as you can. Then continue repeating this until you run tiles. Then use all other resources to outlast the boss. If you choose to play a Paladin, you must find a way to achieve max resists. One way to do this is to take Dracul or Taurog and The Pactmaker. Take the pact that gives resistances whenever you damage a new enemy and the piety from Taurog, or Dracul if need be, should cover the piety expense. Once again, when you are ready to take on The Indomitable, you must have a ton of tiles left to regenerate throughout the battle, because if you don't have tiles you won't even come close. If you worship Taurog, and take his shield(or prep or buy platemail) once the boss is decreased to 4 damage, it will not be able to do any damage, since enemies that would do no damage don't have corrosion take into account. Then you can take down the 30 or so remaining death protections with ease, and use your burn salve after.<br />
<br />
If you are playing a sorcerer, use the your normal sorcerer strategy. Just make sure you don't get an untimely mana burn or any weakening. The mana shield takes out 2 death protections, so you should have no problem out lasting the boss.<br />
<br />
The Berserker is by far the best class for the job because of his massive damage output and 50% magic resist. all I can say is get items to get your resist up to max (65%) and hold on for dear life. make sure to bring a burn salve and if possible you might want to have bazar spawn a few extra apathocaries so you can get a second one. then use one when you have gotten him down to about 30 death protections and use the other AFTER you get his head because he will drop some acid on the ground. then blah blah is just a whack fest so have fun.<br />
<br />
.<br />
<br />
Useful items are any sort of resist giving items, schadenfreude potions, and anything that gives knockback.<br />
<br />
---<br />
<br />
Due to Blahblah's high health and attack, it helps to use The Indomitable fight to weaken him. Before you fight The Indomitable, move him beside BlahBlah with [[WEYTWUT]] or knockback. Then, proceed to melee knockback The Indomitable into BlahBlah. Melee knockback will remove two death protections at once, so you can get at least 25 hits into BlahBlah.<br />
<br />
Since The Indomitable's attack damage drops dramatically with every lost death protection, you can completely negate his damage with enough [[Traits|damage reduction]]. Once his damage is less than or equal to your damage reduction, you will no longer take damage. With [[Items|platemail]] this can be achieved at ~40 remaining death protections. You will need at least 3 damage reduction to negate damage. If you're able to do this, it may help to heal up when the threshold has been reached, and Whupaz BlahBlah once before continuing to kill The Indomitable. Don't Whupaz BlahBlah into The Indomitable! He will blink away. If you can't negate the damage and have to regen fight the Indomitable, it's better to save your Whupaz until the end.<br />
<br />
You can improve your results by increasing your knockback damage. Having 1-2 [[Items|Bear Maces]], [[Binlor|Binlor's Stone Fist]], [[Traits|corrosive strike]], and increasing your base damage will help.<br />
<br />
== Quests ==<br />
<br />
=== Vicious ===<br />
Razor Blade Smile - Complete Vicious Steel with any 3 classes. Unlocks the playable {{c|Vampire}} monster class. <br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&diff=50589Gods2015-05-27T21:28:01Z<p>Chandl34: Marked JJ Boost health and mana as repeatable</p>
<hr />
<div>Gods work similarly to other roguelike games, each giving themed '''bonuses''' and '''penalties'''. While some penalties are more trivial to avoid or withstand than others, every god has the ability to substantially improve a dungeon run given proper planning. When you play with gods, however, you play with fire - it is up to the player to wield it against the enemy rather than against herself in the form of harsh and avoidable punishments.<br />
<br />
All classes except for {{c|Goatperson}} begin without a religion, and must visit an altar to join a religion (except for {{c|Vampire}}, who cannot join a religion). Each dungeon has up to three altars, each assigned to a randomly-selected god among those unlocked. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected a god yet. It is also possible to change religions mid-run through the (religious) Conversion mechanic (explained below), allowing the player to take boons from multiple gods while avoiding penalties.<br />
<br />
Relatively new players can experiment with gods in a punishment-free setting using a {{c|Paladin}}, once unlocked. Intermediate-to-advanced practice with gods can had by using the challenging {{c|Goatperson}} class, whose mandatory polytheism forces the player away from comfort picks and instead teaches them how to plan actions around religious conversions.<br />
<br />
Some lesser divinities can infrequently be encountered in subdungeons. These only differ from other subdungeons thematically, as they do not otherwise function as a god in the same broad mechanical sense as the 9 major deities.<br />
<br />
__TOC__<br />
== Piety and Altars ==<br />
<br />
Piety is the spiritual equivalent of gold. You start with 0 Piety, and can never have less than 0. You can never have more than 100 Piety saved up, so any gains beyond this are wasted.<br />
<br />
The number of altars in a standard dungeon depends on your kingdom. Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.<br />
<br />
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar. You should learn the colours, as these give advance notice of which deity is present. Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).<br />
<br />
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated). Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable. The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.<br />
<br />
The principal way to gain piety is by performing actions your current god approves of. If however you perform a disapproved action, your god will 'fine' you a certain amount of piety. If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines. If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).<br />
<br />
The Pactmaker uses Piety a little differently from the other gods. Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit. If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.<br />
<br />
You must return to your god's altar in order to request boons from them. On some maps you will need to be careful about getting cut off from the altar.<br />
<br />
== Initial worship and conversion ==<br />
<br />
You can only follow one god at a time, and at the start, you are not following any god. (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)<br />
<br />
If you are not currently following any god, you can start following a god at his/her altar. Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.<br />
<br />
If you are already following a god, and you are not a {{c|Paladin}} or {{c|Goatperson}}, you can convert to another god with an intact altar (even a god you previously abandoned). You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert. Converting does not give any of the initial worship benefits.<br />
<br />
== Main Gods ==<br />
<br />
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked "repeatable" on the chart below, usually with a cost of "X + Y*n Piety" (n being the number of times the boon has already been used).<br />
<br />
{| style="border-collapse: collapse;" border="1" cellspacing="0" cellpadding="4"<br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
====<p style="text-align:center;">[[Binlor Ironshield]]</p>====<br />
[[File:Binlor.jpg|center|link=Binlor Ironshield]]<br /><br />
'''Initial worship'''<br />
* Free [[PISORF]] glyph on joining<br />
'''PUNISHMENT'''<br />
* Removes 50% player physical and magic resistances<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 30% of the walls become unbreakable<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Destroy a wall <br />
* +5 Piety<br />
Cast [[BYSSEPS]]<br />
* +1 Piety<br />
|<br />
Gain a level<br />
* -10 Piety<br />
Use [[IMAWAL]] on an empty space<br />
* -5 Piety<br />
|<br />
'''Stone Soup'''<br />
* Cost: 35 Piety<br />
* Receive [[ENDISWAL]] glyph<br />
'''Stone Skin''' (repeatable)<br />
* Cost: 15 Piety<br />
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance<br />
'''Stone Form'''<br />
* Cost: 25 Piety<br />
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance<br />
'''Stone Fist'''<br />
* Cost: 40 Piety<br />
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance<br />
'''Stone Heart''' (repeatable)<br />
* Cost: 10 Piety<br />
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Dracul]]</p>====<br />
[[File:Dracul.jpg|center|link=Dracul]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Killed enemies x2<br />
'''PUNISHMENT'''<br />
* -20 Max Health<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 25% of enemies become Bloodless<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Attack with Lifesteal (once per monster)<br />
* +1 Piety<br />
Drink a Blood Pool<br />
* +1 piety per level of blood tithe<br />
Kill a non-undead monster<br />
* +2 Piety<br />
Convert HALPMEH or CYDSTEPP glyph<br />
* +10 Piety<br />
Convert health potion<br />
* +5 Piety<br />
|<br />
Kill an undead monster<br />
* -5 Piety<br />
Use a health potion <br />
* -5 Piety<br />
Use a HALPMEH or CYDSTEPP glyph<br />
* -5 Piety<br />
|<br />
'''Blood Curse'''<br />
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)<br />
* +20 Piety<br />
'''Blood Tithe''' (repeatable)<br />
* Cost: 10 + 15n Piety, -5 Max Health<br />
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage<br />
'''Blood Hunger''' (repeatable)<br />
* Cost: 20 + 25n Piety, -20% to maximum resistances<br />
* +1 Life Steal, +1 base damage<br />
'''Blood Shield'''<br />
* Cost: 40 Piety<br />
* +15% to physical & magical resistances<br />
'''Blood Swell''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Restore all HP, +1 layer of curse<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Earthmother]]</p>====<br />
[[File:Earthmother.jpg|center|link=The Earthmother]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Always +5<br />
* Free [[IMAWAL]] glyph on joining.<br />
'''PUNISHMENT'''<br />
*Inflicts 5 levels of Corrosion.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Doubles number of plants spawned from boons<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use IMAWAL on a monster<br />
* +10 Piety<br />
Use IMAWAL on a plant<br />
* +5 Piety<br />
|<br />
Kill a plant<br />
* -15 Piety<br />
Use Lifesteal<br />
* -5 Piety<br />
|<br />
'''Plantation''' (repeatable)<br />
* Cost: 5 Piety<br />
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.<br />
'''Clearance''' (repeatable)<br />
* Cost: 5 Piety + 5n Piety<br />
* Remove up to 10 random plants and restore 1 mana per plant removed<br />
'''Greenblood''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.<br />
'''Entanglement''' (repeatable)<br />
* Cost: 5 Piety<br />
* All enemies are slowed. Spawns 5 random plants.<br />
'''Vine Form''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Glowing Guardian]]</p>====<br />
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: +5 per level<br />
'''PUNISHMENT'''<br />
* Removes all glyphs/items from inventory<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Piety gain per level up reduced to 0+2 stacking Piety<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Become Poisoned<br />
* +2 Piety<br />
Become Mana Burned<br />
* +2 Piety<br />
Kill any undead<br />
* +1 Piety<br />
Gain Level<br />
* +3 stacking Piety<br />
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph<br />
* +10 Piety<br />
Convert a large item, a glyph or a health/mana potion<br />
* +5 Piety<br />
Convert a small item (excluding health/mana potions)<br />
* +2 Piety<br />
Burnt Offering (Monster had Burning applied upon dying)<br />
* +1 Piety<br />
|<br />
Use a Health or Mana potion<br />
* -10 Piety<br />
Use poison (Venom blade, APHEELSIK glyph)<br />
* -10 Piety<br />
Use lifesteal<br />
* -10 Piety<br />
Use the BLUDTUPOWA glyph<br />
* -20 Piety<br />
Drink a blood pool<br />
* -10 Piety <br />
|<br />
'''Humility'''<br />
* Cost: 15 Piety<br />
* Effect: Reduces player level by 1, but maintains health, base damage and XP<br />
'''Absolution''' (repeatable)<br />
* Cost: 2 + 2n Piety<br />
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead<br />
'''Cleansing''' (repeatable)<br />
* Cost: 10 Piety<br />
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead<br />
'''Protection''' (repeatable)<br />
* Cost: 10 + 5n Piety<br />
* Restores 35% Max Health and Mana, receive a Prayer Bead<br />
'''Enlightenment'''<br />
* Cost: 100 Piety<br />
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Jehora Jeheyu]]</p>====<br />
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Random, based on player level<br />
* Free WEYTWUT glyph on joining<br />
'''MINOR PUNISHMENT'''<br />
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1<br />
'''MAJOR PUNISHMENT'''<br />
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Removes one inventory slot<br />
! colspan="2" style="background-color: #EEEEEE;"|Random actions<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
| colspan="2" |<br />
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:<br />
* Enemy reveal (except plants)<br />
* Enemy death (XP-valuable)<br />
* Successful dodge<br />
* Item conversion<br />
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
|<br />
'''Petition'''<br />
* Cost: 45 Piety<br />
* Stops inflicting MINOR PUNISHMENT<br />
'''Last Chance'''<br />
* Cost: 1 Piety<br />
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.<br />
'''Boost Health''' (repeatable)<br />
* Cost: 20 + 25n Piety<br />
* Destroy a health potion and gain +20 max health<br />
'''Boost Mana''' (repeatable)<br />
* Cost: 20 + 25n Piety<br />
* Destroy a mana potion and gain +3 max mana<br />
'''Chaos Avatar'''<br />
* Cost: 80 Piety<br />
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Mystera Annur]]</p>====<br />
[[File:Mystera.jpg|center|link=Mystera Annur]]<br /><br />
'''Initial worship'''<br />
* Starting piety: Number of previous glyphs cast<br />
'''PUNISHMENT'''<br />
* +15% to all monsters' physical and magical resistances <br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Reduces Mystera's piety gain by 25%<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use a glyph<br />
* +(MP Cost / 2) Piety<br />
|<br />
Kill an enemy that uses a magical attack <br />
* -5 Piety<br />
Become Mana Burned<br />
* -(Mana lost + 1) Piety<br />
|<br />
'''Magic''' (repeatable)<br />
* Cost: 5 + 20n Piety<br />
* +1 Max Mana<br />
'''Refreshment'''<br />
* Cost: 50 Piety<br />
* Causes Glyph Conversions to restore 50% of max mana<br />
'''Flames'''<br />
* Cost: 20 Piety<br />
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage<br />
'''Weakening''' (repeatable)<br />
* Cost: 30 Piety<br />
* -10% magic resistance to both player and all monsters on the current level<br />
'''Mystic Balance'''<br />
* Cost: 60 Piety<br />
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Pactmaker]]</p>====<br />
[[File:Pactmaker.jpg|center|link=The Pactmaker]]<br /><br />
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.<br />
! colspan="3" style="background-color: #EEEEEE;"|Pacts<br />
|- <br />
| colspan="3" |<br />
'''Scholar's Pact'''<br />
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]<br />
'''Warrior's Pact'''<br />
* On XP kill: -3 Piety, +1 Max Health<br />
'''Alchemist's Pact'''<br />
* On health or mana potion use: -4 Piety, +3 Experience<br />
'''Body Pact'''<br />
* On damage (XP-valuable enemy only): -4 Piety, +1% physical & magical resistance<br />
'''Spirit Pact'''<br />
* On item conversion: -5 Piety, +15 bonus conversion points<br />
'''Consensus'''<br />
* Effect: +50 Piety, -50 max Piety<br />
* Can be taken along with a pact if Consensus is taken first<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Taurog]]</p>====<br />
[[File:Taurog.jpg|center|link=Taurog]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Enemies killed x2<br />
'''PUNISHMENT'''<br />
* -40% bonus damage, enemies gain 10% magic resist<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All enemies become Cowardly<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill an enemy<br />
* +4 Piety<br />
Kill an enemy that uses magical attack<br />
* +8 Piety<br />
Convert a glyph<br />
* +10 Piety<br />
|<br />
Use a glyph<br />
* -2 Piety per use<br />
Convert Taurog's Equipment (even if not actively worshiping Taurog)<br />
* -10% attack bonus, but no piety loss <br />
|<br />
'''Taurog's Blade'''<br />
* Cost: 20 Piety, -1 Max Mana<br />
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage<br />
'''Taurog's Shield'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage<br />
'''Taurog's Helm'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage<br />
'''Taurog's Armour'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage<br />
'''Unstoppable Fury''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
<br />
====<p style="text-align:center;">[[Tikki Tooki]]</p>====<br />
[[File:Tikki.jpg|center|link=Tikki Tooki]]<br /><br />
'''Initial worship'''<br />
* Free GETINDARE glyph on joining.<br />
'''PUNISHMENT'''<br />
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All damage taken incurs a Piety penalty<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill any enemy below your level<br />
* +5 Piety<br />
Dodge any attack<br />
* +3 Piety<br />
Poison an enemy<br />
* +1 Piety (once per enemy)<br />
Use WEYTWUT or WONAFYT glyph<br />
* +1 Piety<br />
|<br />
Get hit twice or more by the same monster<br />
* -3 Piety per hit<br />
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)<br />
* -10 Piety<br />
|<br />
'''Tribute''' (repeatable)<br />
* Cost: 15 Gold<br />
* +10 Piety <br />
'''Tikki's Edge''' (repeatable)<br />
* Cost: 25 + 25n Piety<br />
* +1 to experience from all XP kills, +10 Gold<br />
'''Dodging'''<br />
* Cost: 25 Piety<br />
* +10% Dodge, +10 Gold<br />
'''Poison'''<br />
* Cost: 15 + 10n Piety<br />
* Gain 1 level of Poisonous strike<br />
'''Reflexes''' (repeatable)<br />
* Cost: 35 Piety<br />
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|}<br />
<br />
==Choose your god==<br />
'''!!Warning!!''' That information provides some useful hints, but is '''not''' always of '''top accuracy'''. Veteran will probably disagree a lot with what is written there. But it still is a good start...<br />
<br />
(Been edited a bit since that warning for stuff that was quite a bit more inaccurate than than "not always top accuracy", now there's just more to be said about each god)<br />
<br />
<br />
*{{g|Binlor Ironshield}}: Binlor works as a source of knockback melee damage, temporary physical damage resistance and permanent magic damage resistance, and is quite easy to farm piety with. He grants a free PISORF on worship, which also makes him a popular "glyph magnet" as a preparation. If Pissorf is difficult to gain Piety with, You can get ENDISWAL from him for 35 piety, or can pick one up if it spawns - or you can prep Bear Mace to help farm his piety. Constantly requesting Stone Skin and/or Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't care about your resistance, and if you're going to spam Stoneskins you don't mind his punishment even if you're worshiping him.<br />
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health refills he can bring to the table. He can grant you lifesteal (heals you when eating low level monsters), sanguine (turns blood on the floor into healing powerups) or even a stright up full heal via Blood Swell. Unfortunately, he doesn't really like you using other forms of healing like Halpmeh or Cydstep - it takes a bit of practice to combine him with folks who like to use those. He doesn't like you using healing potions, either, but he like you CONVERTING those, which paradoxically makes him a fine Halfling deity if you want quick piety with him (makes a "parched halfling a strategy). The other reason he's useful is for if Blood Shield boon, which stacks extremely well with other forms of damage resistance while not takink up an item slot, and he's a key player in resist stacking strategies. Both glass cannon builds and big health builds can make good use out of overhealing with his lifesteal, too, and Dwarves can get great mileage out of everything he provides.<br />
*{{g|The Earthmother}}: A very useful deity whatever your plan is, and a great source of piety. Her free IMAWAL glyph will both give you piety and help you level up faster, and her Vine Form boon will let you get more out of the Exp bonus by letting you fight higher level enemies with less effort. Her Plantation boon allows you to get 100 Piety extremely easily, and also allow for seemingly enless spam of her Clearance boon which can be an equivalent to having several kegs of mana potions. It can also be used to convert to another deity. Entanglement is multi purpose - bonus experience on every monster, protection from enemy first strike and retaliation and it's cheap to spam just to put plants on the map. The Earthmother's altar is an easy desecration target, since a single Burn Salve negates her punishment.<br />
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option. Also, he gives piety for converting things and leveling, and goblins convert things for leveling, they make ideal GG worshipers.<br />
*{{g|Jehora Jeheyu}}: He's reward almost anything you do, but sometimes he will inflict a random small punishment instead untill you get the Petition boon from him. In return for this bit of inconvenience he provides very, VERY cheap stat boosts. Grab his Petition boon to end his punishments as soon as possible, and burn a potion or whatever to get to lvl2 and enjoy the great boosts, quality refills and also the handy Wheytwut glyph which lets you explore any map easily. Desecrating him is somewhat risky. A desecration can either severely reduce your total health, mana and damage, or just give you free piety. Desecrate only when desperate, or feel lucky. Also a great god for Goblins as they can take all his punishments at lvl 1 and just covnert something to get rid of most of them, and they can get a lot of mileage out of his stat boosts, and you can get grat mileage out of Halflings and Gnomes as well.<br />
*{{g|Mystera Annur}}: Mystera works well for most Burndayraz spellcaster builds (even when your character isn't one because worshiping Mystera turns anyone into one). Her magic boon is a free mana point, and another one each time you can afford it. Refreshment provides roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is often crucial for getting the most out of her. Mystic Balance allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames bump your effective caster level at levels 4 and 8 for dedicated casters and Weakening can fully negate one of the few obstacles to fireball spam if used a bunch. Don't worship her if the dungeon is full of magical monsters or mana burners unless you know what you're doing, in most other cases she's supremely easy to play and powerful. Also - don't desecrate her unless youe know you have a way around her punishment.<br />
*{{g|The Pactmaker}}: Works differently than other deities and can be worshipped at the same time as another deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for an instant piety boost or for converting out of another deity. Works well with "piety farms" like The Earthmother and Taurog, as well as the Stone Sigil. Always keep in mind that you can't take the powerful Consensus if you take another pact before, but you can still take another pact if you take Consensus first.<br />
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you. He rewards converting glyphs, so front-loaded guys like Orcs, or the melee happy Halflings make good "Warmonger" melee-only builds with him because they can dump all their glyphs to get a lot of his stuff in their inventory early. He's also good for mele types going "Miser" as he doesn't leave too much room for other items anyway.<br />
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. That is, if you can just hop in with a tank and grab his Dodging boon and maybe a hit of Tikki's edge then get out, he's great - the more hits you can tank the more potential dodges, you just have to get out of TT worship first. This prep penalty looks harsh, but just promotes optimal play on spellcasters and glass cannon types - and Tikki's Edge stacking is great with spellcasters while each hit of Reflexes gives you two powerful potions almost anyone can find a use for. When playing for a lot of Tikki's Edge benefits - save some low level monsters. Poison isn't particularly powerful outside of very specific builds, but the first shot basically pays for itself. A nice thing about Tikki Tooki is that his boons give you gold, so you can afford buying powerful items or potions and abusing gold-consuming items like the Crystal Ball. Just don't prep him with Cydstep users whatever you do, he doesn't like that. On plant maps he can give you a lot of piety for dodgning plant hits (just don't try it with the plants that kill you :) )<br />
<br />
== Lesser divinities==<br />
Some other divinities can be encountered in [[subdungeons]]. You can sometimes interact, or even worship them.<br />
<br />
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.<br />
* The mighty lost Lekon, who likes you to kill goats<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&diff=50585Items2015-05-27T16:55:30Z<p>Chandl34: fixed bonus experience on Balanced Dagger</p>
<hr />
<div>{{TOC right}}<br />
<br clear=all><br />
<br />
= Items Available in Shops =<br />
<br />
== Basic ==<br />
<br />
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.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Badge of Honour.png]]<br />
|{{va|Badge of Honour}}<br />
| +10% attack bonus, can be consumed to grant 1-time death protection<br />
| 18<br />
| 40<br />
|-<br />
|[[File:Bloody Sigil.png]]<br />
|{{va|Bloody Sigil}}<br />
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed<br />
| 8<br />
| 45<br />
|-<br />
|[[File:Fine Sword.png]]<br />
|{{va|Fine Sword}}<br />
| +4 base damage<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Health.png]]<br />
|{{va|Pendant of Health}}<br />
| +10 max hit points.<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|{{va|Pendant of Mana}}<br />
| +2 max mana<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Spoon.png]]<br />
|{{va|Spoon}}<br />
| +1 base damage; small item<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Tower Shield.png]]<br />
|{{va|Tower Shield}}<br />
| +10% physical resistance<br />
| 14<br />
| 35<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|{{va|Troll Heart}}<br />
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| 16<br />
| 55<br />
|-<br />
|}<br />
<br />
== Quest ==<br />
<br />
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 "Quest Items" preparation from the Lvl 2 Bazaar building.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|Unlock Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Piercing Wand}}<br />
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)<br />
| Quest: [[Quest#Double Take|Double Take]]<br />
| 13<br />
| 30<br />
|-<br />
|[[File:Rock Heart.png]]<br />
|{{va|Rock Heart}}<br />
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)<br />
| Quest: [[Quest#Bonus Bravery: Slime Pit|Bonus Bravery: Slime Pit]]<br />
| 14<br />
| 60 <br />
|-<br />
|<span style="font-size: 0">[[File:Dragon Soul.png]]</span><br />
|{{va|Dragon Soul}}<br />
| Free cast chance: 15%, prevents you from entering the cursed realm in the [[Cursed Oasis]] ''(a prepared Dragon Soul will not prevent this)''<br />
| Quest: [[Quest#Bonus Bravery: Oasis|Bonus Bravery: Oasis]], also dropped by the Cursed Shade in the [[Cursed Oasis]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Fire Heart.png]]<br />
|{{va|Fire Heart}}<br />
| 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%)<br />
| Quest: [[Quest#Ice and Fury|Ice and Fury]]<br />
| 20<br />
| 1<br />
|-<br />
|[[File:Crystal Ball.png]]<br />
|{{va|Crystal Ball}}<br />
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold<br />
| Quest: [[Quest#The Realm's Finest|The Realm's Finest]]<br />
| 15<br />
| 1<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Witchalok Pendant}}<br />
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item<br />
| Quest: [[Quest#Halflings, Ho!|Halflings, Ho!]]<br />
| 19<br />
| 30<br />
|-<br />
|[[File:Battlemage Ring.png]]<br />
|{{va|Battlemage Ring}}<br />
| BURNDAYRAZ deals +1 damage per level (+25% damage)<br />
| Quest: [[Quest#Minecraft|Minecraft]]<br />
| 25<br />
| 20<br />
|-<br />
|<span style="font-size: 0">[[File:Hero's Helm.png]]</span><br />
|{{va|Hero's Helm}}<br />
| +5 HP, +1 MP, +2 base damage<br />
| Quest: [[Quest#Confidence|Confidence]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Platemail.png]]<br />
|{{va|Platemail}}<br />
| -2 damage reduction per character level; your attacks are slowed<br />
| Class Challenge: {{CC|Fighter|Silver|Toe-to-Toe}}<br />
| 23<br />
| 40<br />
|-<br />
|[[File:Whurrgarbl.png]]<br />
|{{va|Whurrgarbl}}<br />
| Your physical attacks apply Burning effect like BURNDAYRAZ<br />
| Class Challenge: {{CC|Berserker|Silver|Again! Again!}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Trisword.png]]<br />
|{{va|Trisword}}<br />
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)<br />
| Class Challenge: {{CC|Warlord|Silver|Terror Grows}}<br />
| 12<br />
| 35<br />
|-<br />
|<span style="font-size: 0">[[File:Balanced Dagger.png]]</span><br />
|{{va|Balanced Dagger}}<br />
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item<br />
| Class Challenge: {{CC|Thief|Silver|The Metal Age}}<br />
| 12<br />
| 44<br />
|-<br />
|[[File:Gloves of Midas.png]]<br />
|{{va|Gloves of Midas}}<br />
| Gain +1 gold every time you kill an XP-valuable monster<br />
| Class Challenge: {{CC|Rogue|Silver|Wrath of Midas}}<br />
| 10<br />
| 45<br />
|-<br />
|[[File:Venom Dagger.png]]<br />
|{{va|Venom Dagger}}<br />
| Poisons the enemy for 2 poison per character level each hit; small item<br />
| Class Challenge: {{CC|Assassin|Silver|Creeplight Contract}}<br />
| 16<br />
| 50<br />
|-<br />
|<span style="font-size: 0">[[File:Stone Sigil.png]]</span><br />
|{{va|Stone Sigil}}<br />
| Gain +1 Piety whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Priest|Silver|The Evil Zombie}}<br />
| 18<br />
| 30<br />
|-<br />
|[[File:Martyr Wraps.png]]<br />
|{{va|Martyr Wraps}}<br />
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up<br />
| Class Challenge: {{CC|Monk|Silver|Way of the Open Fist}}<br />
| 15<br />
| 45<br />
|-<br />
|[[File:Agnostic Collar.png]]<br />
|{{va|Agnostic Collar}}<br />
| Prevents deity punishment for desecration<br />
| Class Challenge: {{CC|Paladin|Silver|Honour and Glory}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|Mage Plate}}<br />
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)<br />
| Class Challenge: {{CC|Wizard|Silver|Malfunctionarium}}<br />
| 20<br />
| 40<br />
|-<br />
|<span style="font-size: 0">[[File:Blue Bead.png]]</span><br />
|{{va|Blue Bead}}<br />
| Gain +1 MP whenever you kill an XP-valuable monster; small item<br />
| Class Challenge: {{CC|Sorcerer|Silver|Damp Darkness}}<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Vampiric Blade}}<br />
| +1 {{t|Life steal}}<br />
| Class Challenge: {{CC|Bloodmage|Silver|Bloodsoaked Blade}}<br />
| 25<br />
| 50<br />
|-<br />
|[[File:Viper Ward.png]]<br />
|{{va|Viper Ward}}<br />
| Immune to poison; small item<br />
| Complete "Hello, halflings!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|[[File:Soul Orb.png]]<br />
|{{va|Soul Orb}}<br />
| Immune to Mana Burn; small item<br />
| Complete "Hello, gnomes!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|}<br />
<br />
== Elite ==<br />
<br />
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 "Elite Items" preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered "out of order".<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Keg of Health.png]]<br />
|{{va|Keg of Health}}<br />
| Obtain 3 healing potions when used<br />
| 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.<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Keg of Mana.png]]<br />
|{{va|Keg of Mana}}<br />
| Obtain 3 mana potions when used<br />
| Shops (Elite)<br />
| 25<br />
| 70<br />
|-<br />
|[[File:Elven Boots.png]]<br />
|{{va|Elven Boots}}<br />
| +3 max mana, +15% magic resistance<br />
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Dwarven Gauntlets.png]]<br />
|{{va|Dwarven Gauntlets}}<br />
| +20% bonus damage, +2 max HP on level up<br />
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.<br />
| 35<br />
| 50<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Amulet of Yendor}}<br />
| Grants +50 XP when used<br />
| Shops (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Orb of Zot.png]]<br />
|{{va|Orb of Zot}}<br />
| Every visible enemy has their max health (not current health) reduced by 50%<br />
| Shop (Elite)<br />
| 45<br />
| 100<br />
|-<br />
|[[File:Alchemist Scroll.png]]<br />
|{{va|Alchemist's Scroll}}<br />
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)<br />
| Shop (Elite)<br />
| 13<br />
| 40<br />
|-<br />
|[[File:Wicked Guitar.png]]<br />
|{{va|Wicked Guitar}}<br />
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10<br />
| Shop (Elite)<br />
| 11<br />
| 11<br />
|-<br />
|}<br />
<br />
= Kingdom Preparation Items =<br />
<br />
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.<br />
<br />
== Blacksmith Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=20%|[[Blacksmith]] Level<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Bear Mace.png]]<br />
|{{va|Bear Mace}}<br />
| Your regular attack causes Knockback; +25% knockback damage<br />
| Level 1<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Perseverance Badge}}<br />
| +10% bonus damage; small item<br />
| Level 2<br />
| 15<br />
| 20<br />
|-<br />
|[[File:Really Big Sword.png]]<br />
|{{va|Really Big Sword}}<br />
| Attacks ignore 35% of target's physical resistance, but always strike second<br />
| Level 3<br />
| 12<br />
| 35<br />
|-<br />
|[[File:Shield.png]]<br />
|{{va|Shield}}<br />
| -2 damage reduction<br />
| Level 1<br />
| 15<br />
| 35<br />
|-<br />
|[[File:Slaying Wand.png]]<br />
|{{va|Slayer Wand}}<br />
| Instantly slays one target monster, granting base experience<br />
(no bonus experience; capped at your level)<br />
| Level 2<br />
| 5<br />
| 10<br />
|-<br />
|[[File:Sword.png]]<br />
|{{va|Sword}}<br />
| +2 base damage<br />
| Level 1<br />
| 25<br />
| 35<br />
|-<br />
|}<br />
<br />
== Witch Potions ==<br />
<br />
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop. All but the Health and Mana Potion are unlocked via the "Complicated Tasks" questline which starts with finding the Witch in one of the eastern dungeons. They are all present in the Alchemy shop in Daily challenges.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Health Potion.png]]<br />
|{{va|Health Potion}}<br />
| Restores 40% of your maximum HP (rounded down) and removes poison<br />
| Always available<br />
|10<br />
|10<br />
|-<br />
|[[File:Mana Potion.png]]<br />
|{{va|Mana Potion}}<br />
| Restores 40% of your maximum MP (rounded down) and removes mana burn<br />
| Always Available<br />
|10<br />
|10<br />
|-<br />
|[[File:Fortitude Tonic.png]]<br />
|{{va|Fortitude Tonic}}<br />
| Removes Poison and all stacks of Weakening<br />
| [[Witch]] level 1<br />
|8<br />
|10<br />
|-<br />
|[[File:Burn Salve.png]]<br />
|{{va|Burn Salve}}<br />
| Removes Mana Burn and all stacks of Corrosion<br />
| [[Witch]] level 1<br />
|8<br />
|10<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|Strength Potion}}<br />
| 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<br />
| [[Witch]] level 2<br />
|15<br />
|10<br />
|-<br />
|[[File:Schadenfreude Potion.png]]<br />
|{{va|Schadenfreude Potion}}<br />
| Restores 1 MP for every point of damage taken on your next attack<br />
<br/>(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.)<br />
| [[Witch]] level 2<br />
|15<br />
|10<br />
|-<br />
|[[File:Quicksilver Potion.png]]<br />
|{{va|Quicksilver Potion}}<br />
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge <br />
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the "Reflexes" boon<br />
|15<br />
|10<br />
|-<br />
|[[File:Reflex Potion.png]]<br />
|{{va|Reflex Potion}}<br />
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.<br />
| [[Witch]] level 3, or can be obtained from [[Tikki Tooki]] with the "Reflexes" boon<br />
|15<br />
|10<br />
|-<br />
|[[File:Can of Whupaz.png]]<br />
|{{va|Can of Whupaz}}<br />
| 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.<br />
<br />
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).<br />
| [[Witch]] level 3, or found inside the [[Metal Spider Temple]] subdungeon<br />
|20<br />
|10<br />
|-<br />
|}<br />
<br />
== Alchemist Seals & Misc Preparation Items ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|[[File:Compression Seal.png]]<br />
|{{va|Compression Seal}}<br />
|Turns an item in your inventory into a small item<br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Transmutation Seal}}<br />
|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. <br />
| [[Alchemist]] level 1<br />
|-<br />
|[[File:Translocation Seal.png]]<br />
|{{va|Translocation Seal}}<br />
|Steals an item from a shop and halves the conversion value<br />
| [[Alchemist]] level 2<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Shop Scroll}}<br />
|When used creates an additional Shop Scroll on a random, empty adjacent tile. <br />
|Bazaar level 1<br />
|-<br />
|<span style="font-size: 0">[[File:Patches.png]]</span><br />
|{{va|Patches the Teddy}}<br />
| On level up, gives a random boon and random curse from the following list. <br />
Boons:<br />
+3 Health,<br />
+3 Gold,<br />
+5% Attack Bonus,<br />
+1 Mana,<br />
+4% Physical and Magical Resistance<br />
<br />
Curses:<br />
Mana Burn,<br />
Poison,<br />
Teleport,<br />
Grid Reveal<br />
| Thieves Den level 3<br />
|-<br />
|}<br />
<br />
= Items Found In Dungeons =<br />
<br />
== Subdungeon Items ==<br />
<br />
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.<br />
<br />
=== Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Forlorn.png]]<br />
|"{{va|Forlorn}}"<br />
| Conversion value boosts to 100 upon entering inventory<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]<br />
|1<br />
|33/100<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|"{{va|Penance}}"<br />
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|35<br />
|-<br />
|[[File:Bound Sword.png]]<br />
|{{va|Bound Sword}}<br />
| +15% damage, can't be converted<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|14<br />
|N/A<br />
|-<br />
|[[File:Cracked Orb.png]]<br />
|{{va|Cracked Orb}}<br />
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP <br />
| [[Subdungeon]]<br />
|15<br />
|10<br />
|-<br />
|[[File:Cracked Soul Orb.png]]<br />
|{{va|Cracked Soul Orb}}<br />
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. <br />
| [[Subdungeon]]<br />
|10<br />
|50<br />
|-<br />
|[[File:Stone Sigil.png]]<br />
|{{va|Crumbling Ward}}<br />
| Can be consumed for +15 Piety. <br />
| [[Subdungeon]]<br />
|10<br />
|40<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Dairy Diary}}<br />
| Activate to read a diary of a goat. <br />
| [[Subdungeon]]<br />
|1<br />
|100<br />
|-<br />
|[[File:Fake Beard.png]]<br />
|{{va|Fake Beard}}<br />
| +5 XP on pickup, can't be converted<br />
| [[Subdungeon]]<br />
| 10<br />
| N/A<br />
|-<br />
|[[File:Goat Horn.png]]<br />
|{{va|Goat Horn}}<br />
| +5% attack damage; small item<br />
| Subdungeon<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Gorgon_Ward.png]]<br />
|{{va|Gorgward}}<br />
| Makes you immune to {{t|Death-gaze}}. Small item.<br />
| [[Subdungeon]]<br />
| 18<br />
| 50<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Long Rant}}<br />
| Adds 3 layers of Corrosion to enemies on the same dungeon level. (Confirmation?)<br />
| [[Subdungeon]] or Gaan'Telet<br />
| 1<br />
| 10<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|Mass09 Ledger}}<br />
| Use 1 gp to swap every monsters positions<br />
| [[Subdungeon]]<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Mystera Scripture.png]]<br />
|{{va|Mystera Scripture}}<br />
| Can be consumed to add +1 Max Mana<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Meatloaf.png]]<br />
|{{va|Nom Nom}}<br />
| Can be consumed to add +1 HP per level, but it also poisons the user.<br />
| [[Subdungeon]]<br />
| 18<br />
| 20<br />
|-<br />
|[[File:Zombie Dog.PNG]]<br />
|{{va|Pepper the Dog}}<br />
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.<br />
| [[Subdungeon]] or Priest Bronze Challenge<br />
| 1<br />
| 0<br />
|-<br />
|[[File:Witchalok Pendant.png]]<br />
|{{va|Spider Amulet}}<br />
| Adds +10 HP, but attempts to poison the user every time they level up.<br />
| [[Subdungeon]]<br />
| 2<br />
| 20<br />
|-<br />
|[[File:Titan Guitar.png]]<br />
|{{va|Titan Guitar}}<br />
| 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.<br />
| [[Subdungeon]]: Really Awesome Guitar<br />
| 11<br />
| 11<br />
|-<br />
|[[File:Tokoloshe Charm.png]]<br />
|{{va|Tokoloshe Charm}}<br />
| +5% magic resistance; small item<br />
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge<br />
|1<br />
|10<br />
|-<br />
|[[File:Wand of Binding.png]]<br />
|{{va|Wand of Binding}}<br />
| 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<br />
| Subdungeon<br />
|5<br />
|10<br />
|-<br />
|[[File:Wisp Gem.PNG]]<br />
|{{va|Wisp Gem}}<br />
| +5% base damage; small item<br />
| Subdungeon, various monsters in several dungeons drop them<br />
|1<br />
|10<br />
|-<br />
|}<br />
<br />
=== Non-Lockerable ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Mage Plate.png]]<br />
|{{va|ARMOUR.EXE}}<br />
|Adds 20% phys resist<br />
|[[Subdungeon]]: WIZARD.EXE<br />
|1<br />
|1<br />
|-<br />
|[[File:Amulet.png]]<br />
|{{va|Amulet}}<br />
|???<br />
|[[Subdungeon]]: Teeth Teeth Teeth<br />
|15<br />
|35<br />
|-<br />
|[[File:Blade of Yin.png]]<br />
|{{va|Blade of Yin}}<br />
|Adds 3 base damage, can be consumed to grant Death Protection, small item<br />
|[[Subdungeon]]: Yin and Yang<br />
|15<br />
|35<br />
|-<br />
|[[File:Essence Potion.PNG]]<br />
|{{va|Essence Potion}}<br />
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found<br />
|[[Subdungeon]]: Metal Spider Temple, touching the altar<br />
|15<br />
|50<br />
|-<br />
|[[File:Dragon Heart.png]]<br />
|{{va|Dragon Heart}}<br />
|Adds 3 HP every time you gain a level; convert to kill Draco enemy<br />
|[[Subdungeon]]: Draco<br />
|1<br />
|5<br />
|-<br />
|[[File:Orb_of_lusory.png]]<br />
|{{va|Orb of Lusory}}<br />
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].<br />
| 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<br />
|25<br />
|10<br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|{{va|Protect.EXE}}<br />
| Can be consumed to add a layer of Death Protection; two charges; small item<br />
| Subdungeon: Wizard.EXE<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Sticky Stick.png]]<br />
|{{va|Sticky Stick}}<br />
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].<br />
| [[Subdungeon]]<br />
| 1<br />
| 30<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|Strange Mixture}}<br />
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.<br />
| [[Subdungeon]]: Jadetooth<br />
| 1<br />
| 35<br />
|-<br />
|[[File:Piercing Wand.png]]<br />
|{{va|Wand of Splosion}}<br />
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions<br />
| [[Subdungeon]]: El Potion Loco<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Wall Cruncher.PNG]]<br />
|{{va|Wall Cruncher}}<br />
|Activate to destroy walls directly to the N, E, S and W of your position, small item<br />
|Subdungeon<br />
|1<br />
|25<br />
|-<br />
|[[File:Whisper Charm.png]]<br />
|{{va|Whisper Charm}}<br />
| Adds +4% physical resistance<br />
| [[Subdungeon]]<br />
| 13<br />
| n/a<br />
|-<br />
|[[File:Yang's Sword.png]]<br />
|{{va|Yang's Sword}}<br />
| Adds +3 base damage, can be consumed to grant Death Protection; small item<br />
| [[Subdungeon]]: Yin and Yang<br />
| 15<br />
| 35<br />
|-<br />
|}<br />
<br />
=== Unclear ===<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Amulet of Yendor.png]]<br />
|{{va|Cracked Amulet}}<br />
| Consume to gain +5 XP<br />
| [[Subdungeon]]<br />
|2<br />
|10<br />
|-<br />
|[[File:Hero's Helm.png]]<br />
|{{va|Dented Helm}}<br />
| +1 Mana Point +1 Damage. <br />
| [[Subdungeon]]<br />
|18<br />
|30<br />
|-<br />
|[[File:Vampiric Blade.png]]<br />
|{{va|Draining Blade}}<br />
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|25<br />
|50<br />
|-<br />
|[[File:LEMMISI.png]]<br />
|{{va|LEMISI(?)}}<br />
|Reveals the entire map upon activation.<br />
|Subdungeon<br />
|18<br />
|20<br />
|-<br />
|[[File:Mass09 Ledger.png]]<br />
|{{va|Recipie Scroll}}<br />
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon<br />
| [[Subdungeon]]: Vegetarian Vampire<br />
| 1<br />
| 1<br />
|-<br />
|[[File:Transmutation Seal.png]]<br />
|{{va|Ritual Scroll}}<br />
|consume to add +5% resistances, +1 Max MP and +3 layers of curse<br />
|Shop on {{CC|Tinker|Silver|Forging Ahead}}<br />
|13<br />
|20<br />
|-<br />
|}<br />
<br />
== Dungeon Boss Rewards ==<br />
<br />
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.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
<br />
|[[File:Fabulous Treasure.png]]<br />
|{{va|Fabulous Treasure}}<br />
| This is amazing! You've never seen anything like it!<br />
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}<br />
| 95<br />
| 1<br />
|-<br />
|[[File:Dragon Shield.png]]<br />
|{{va|Dragon Shield}}<br />
| +18% physical and magic resistance<br />
| Dungeon boss reward: [[Dragon Isles]]<br />
|23<br />
|100<br />
|-<br />
|[[File:Namtar's Ward.png]]<br />
|{{va|Namtar's Ward}}<br />
| Can be used once per character level to give yourself death protection at no extra cost.<br />
| Dungeon boss reward: [[Namtar's Lair]]<br />
|50<br />
|100<br />
|-<br />
|[[File:Avatar's Codex.png]]<br />
|{{va|Avatar's Codex}}<br />
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|35<br />
|50<br />
|-<br />
|[[File:Naga Cauldron.png]]<br />
|{{va|Naga Cauldron}}<br />
| 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).<br />
| Dungeon boss reward: [[Naga City]]<br />
|12<br />
|35<br />
|-<br />
|[[File:Sensation Stone.png]]<br />
|{{va|Sensation Stone}}<br />
| No inherent effect, but can be converted for 150 conversion points. <br />
| Dropped by the Bridge Troll on the [[Havendale Bridge]]<br />
|25<br />
|150<br />
|-<br />
|}<br />
<br />
== Special Quest Items with Codex Entries: ==<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Tea.png]]<br />
|{{va|'Tea'}}<br />
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.<br />
| [[Subdungeon]]: Orc unlock subdungeon<br />
| 0<br />
| n\a<br />
|-<br />
|[[File:Shop_Scroll.PNG]]<br />
|{{va|Gate Scroll}}<br />
| +5 max health, consume to read, unlocks [[Bazaar]]<br />
| First dungeon after Bank unlocked<br />
|15<br />
|N/A<br />
|-<br />
|[[File:Philosopher's Stone.png]]<br />
|{{va|Philosopher's Stone}}<br />
| If you take it back to the kingdom it unlocks [[Alchemist]]<br />
| It starts spawning in shops until you buy it and take it out<br />
|25<br />
|N/A<br />
|-<br />
|[[File:Midas Mantle.png]]<br />
|{{va|Midas Mantle}}<br />
| It gives immunity to Death Gaze<br />
| Only appears in the Rogue Silver Challenge and can be bought for 100 gold (?)<br />
|100<br />
|N/A<br />
|-<br />
|[[File:Strength Potion.png]]<br />
|{{va|"Courage Juice"}}<br />
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.<br />
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge<br />
|15<br />
|10<br />
|-<br />
|}<br />
<br />
== God Items with Codex Entries ==<br />
<br />
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.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Name<br />
!Description<br />
!width=40%|Obtaining Method<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Taurog's Skullpicker.png]]<br />
|{{va|'Skullpicker'}}<br />
| Adds +5 base damage, and Taurog punishes you if you convert it.<br />
| Taking one of Taurog's boons<br />
| 0<br />
| 60<br />
|-<br />
|[[File:Taurog's Wereward.png]]<br />
|{{va|Wereward}}<br />
| Adds -5 damage reduction, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Gloat.png]]<br />
|{{va|Gloat}}<br />
| Adda +15% Magic Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Taurog's Will.png]]<br />
|{{va|Will}}<br />
| Adda +15% Physical Resistance, and Taurog Punishes you if you convert it<br />
| Taking one of Taurog's boons<br />
|0<br />
|60<br />
|-<br />
|[[File:Prayer Bead.png]]<br />
|{{va|Prayer Bead}}<br />
| +1% magic resistance; small item; cannot be converted<br />
| Received from Glowing Guardian from certain boons<br />
|0<br />
|n/a<br />
|-<br />
|}<br />
<br />
= Unlisted Items =<br />
<br />
These items do not appear in the Codex and thus do not count for its completion ratio.<br />
<br />
{| class ="wikitable sortable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Icon<br />
!width=15%|Item<br />
!Description<br />
!width=20%|Method of Obtaining<br />
!width=5%|Cost<br />
!width=5%|CP<br />
|-<br />
|[[File:Sword.png]]<br />
|Bargain Sword<br />
| +1 base damage<br />
| Shop (Bazaar level 0)<br />
| 15<br />
| <br />
|-<br />
|[[File:Perseverance Badge.png]]<br />
|Bargain Badge<br />
| +10% bonus damage<br />
| Shop (Bazaar level 0)<br />
| <br />
| <br />
|-<br />
|[[File:Pendant of Mana.png]]<br />
|Bargain Pendant<br />
| +1 max mana<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|[[File:Troll Heart.png]]<br />
|Bargain Heart<br />
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| Shop (Bazaar level 0)<br />
|<br />
|<br />
|-<br />
|<span style="font-size: 0">[[File:Avatar Symbol (Outdated).png]]</span><br />
|{{va|Avatar Symbol (Outdated)}}<br />
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack<br />
| Dungeon boss reward: [[Demonic Library]]<br />
|<br />
|<br />
|}<br />
<br />
= Conversion Fodder =<br />
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus. There are many items well-known as "conversion fodder" 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:<br />
<br />
{{i|Bloody Sigil}} (5.6 CP / GP)<br/><br />
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.<br />
<br />
{{i|Gloves of Midas}} (4.5 CP / GP)<br/><br />
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.<br />
<br />
{{i|Rock Heart}} (4.3 CP / GP)<br/><br />
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.<br />
<br />
{{i|Viper Ward}} & {{i|Soul Orb}} (4 CP / GP)<br/><br />
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.<br />
<br />
{{i|Balanced Dagger}} (3.67 CP / GP)<br/><br />
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.<br />
<br />
{{i|Troll Heart}} (3.44 CP / GP)<br/><br />
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.<br />
<br />
{{i|Venom Dagger}} (3.12 CP / GP)<br/><br />
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.<br />
<br />
{{i|Alchemist Scroll}} (3.07 CP / GP)<br/><br />
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.<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&diff=50570Jehora Jeheyu2015-05-25T20:06:49Z<p>Chandl34: Fixed incorrect health boon effect</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Jehora Jeheyu<br />
|ShortHand=JJ<br />
|InitialWorship=<br />
* Randomly 0-25 piety<br />
* Free {{s|WEYTWUT}} glyph<br />
|Punishment=<br />
* 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33%.<br />
|RewardedActions=<br />
;All of the following effects may randomly grant 2-4 piety OR cause Jehora Jeheyu to randomly punish you (no piety loss):<br />
;Discover a monster while exploring (plants excluded)<br />
;Kill an XP-valuable enemy<br />
;Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}<br />
;Dodge an attack<br />
;Convert an item or glyph<br />
|PenalizedActions=<br />
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1<br />
|Boons=<br />
;Petition<br />
:'''Cost''': {{piety|45}}<br />
:'''Effect''': Jehora Jeheyu stops randomly punishing you (effect resets on conversion; if you convert back to Jehora Jeheyu, you must petition again)<br />
;Last Chance<br />
:'''Cost''': {{piety|all remaining}}<br />
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety<br />
;Boost Health (Repeatable)<br />
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}<br />
:'''Effect''': Increases your maximum health by 20<br />
;Boost Mana (Repeatable)<br />
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}<br />
:'''Effect''': Increases your maximum mana by 3<br />
;Chaos Avatar<br />
:'''Cost''': {{piety|80}}<br />
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and magical {{t|Resistance}} of all monsters on the current level by 20%<br />
}}</onlyinclude><br />
<br />
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.<br />
<br />
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|ENDISWAL}} with you.<br />
<br />
== Piety Gain Mechanics ==<br />
Jehora Jeheyu performs a piety/punish roll on the following actions:<br />
* Enemy reveal (non-plants only)<br />
* Enemy death (XP-valuable only)<br />
* Successful dodging<br />
* Item conversion<br />
* Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
<br />
This roll picks a random integer from 1-15, which is compared to an internal "happiness value" for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).<br />
<br />
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).<br />
<br />
The minor punishments are determined by another roll, from 0 to 10.<br />
*0 = poison<br />
*1 = burn<br />
*2 = health loss<br />
*3-5 = weaken<br />
*6-8 = corrode<br />
*9-10 = curse<br />
<br />
This is where it gets a little trickier to describe: each status ailment now has a "reroll threshold", and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.<br />
<br />
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.<br />
<br />
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.<br />
<br />
== Strategy ==<br />
<br />
Jehora is actually much less threatening than he appears, but you must move to acquire the petition boon as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both poisoned and mana burned, it can become very difficult to survive. The burn cure and fortitude potions are both very useful for followers of Jehora Jeheyu.<br />
<br />
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to Avatar of Chaos while picking up health and mana boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.<br />
<br />
Jehora Jeheyu's Boost Mana and Boost Health boons are two of the most powerful boons in the game. Boost Health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. Boost Mana enables you to play like an elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a schadenfreude potion and use Boost Mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! <br />
<br />
Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.<br />
<br />
Despite the high cost of Chaos Avatar, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate 100 piety from another deity, convert to JJ, and immediately desecrate an altar to reach the 80 piety for Chaos Avatar. Mystera or Earthmother altars are ideal desecration targets for this strategy, as Chaos Avatar immediately cancels out their desecration penalties.<br />
<br />
<br />
== Synergies ==<br />
<br />
Gnomes and Halflings make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. Rogues benefit enormously from the boost health boon, and at low-levels there is no better deity for a rogue to worship. The free WEYTWUT glyph also works well for rogues, who need a way to bypass monster first strike. Elves also work well with Jehora Jeheyu; though they lose out more than other races from the loss of mana potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. Bloodmages lack starting mana, and extra health also works very well with their class features, so are another natural fit.<br />
<br />
<br />
{{MainNav}}</div>Chandl34https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloody_Victory&diff=50346Bloody Victory2015-04-29T16:40:03Z<p>Chandl34: Testing with current version, the health threshold is 80% or less.</p>
<hr />
<div>[[File:Bloodmage_Gold.png|right|450px]]<br />
<br />
Bloody Victory is the [[Bloodmage]] [[Class Challenges|gold challenge]].<br />
<br />
No [[preparations]] are allowed for the challenge. The map is based on [[Magma Mines]] but there are no [[subdungeons]] and no [[gods|altars]].<br />
<br />
The only [[bosses|boss]] of the challenge is [[The Immovable]], an animated armor with 457 health, 121 attack damage, [[Traits#__Magical_Attack|Magical Attack]] and [[Traits#__Retaliate:_Fireball|Retaliate: Fireball]]. In addition to these stats, whenever he is reduced to about 80% health, if there is a bloodpool on the map, he will turn the nearest bloodpool to [[Traits#__Corrosion|acid]], heal, and his attack damage will drop by about 10%.<br />
<br />
<br />
== Strategy ==<br />
It is recommended to win this challenge with the {{GnBl}}.<br />
<br />
This level will be intimidating at first, because you're not allowed any preparations, and there are no altars. This will prevent you from mitigating the Bloodmage's standard weaknesses - low starting Mana, no starting BURNDAYRAZ - by properly selected preparations and/or worship. That said, the challenge can be won relatively consistently if you use a strategy that accepts this. The Gnome is recommended because without using any gods, the Gnome offers by far the strongest Mana spike.<br />
The recommended strategy:<br />
<br />
1. Before finding BURNDAYRAZ: You will have difficulty killing opponents above your level. So just kill whatever you can, adopting your strategy to the first glyphs you find. Preserve the blood pools unless you can go for a higher-level kill (or find it impossible to take on anything without it). Try to leave 3-4 low-level monsters (not bloodless!) for later. Kill the Cave Snakes before level ups, and ignore the Wraiths unless you can kill them without getting Mana Burned. As BURNDAYRAZ can be anywhere, you may end up exploring most of the map before you conclude this phase.<br />
<br />
2. After finding BURNDAYRAZ: With this glyph, your hunting season opens. Now you can kill all the Wraiths with impunity, even those several levels above you, and generally higher-level kills become possible. Using up most of your remaining black space, and most of your blood pools, you should be able to kill enough monsters to reach level 8.<br />
<br />
3. Gear up: spend your money on things that give you Mana or Base Damage, or just have good conversion value. If you have more than 2-3 blood pools left, use up the excess. Convert everything except your PISORF and BLUDTUPOWA (and any items still needed, i.e. +Damage items, Mana potions, etc.). One important thing, before moving on to the boss fight, make sure the boss is placed next to another monster (ideally not a Snake). Use a bit of PISORF-ing or teleportation to place him. You can do this already earlier, whenever you have a bit of Mana left.<br />
<br />
4. Boss fight: Start PISORF-ing the boss. He may take 20+ castings to die, which is why it's better to push him against another monster rather than a wall. As you run out of Mana, use up your resources to replenish your mana. First, consume any remaining blood pools (this is important as the boss can consume them if you bring him to cca. 80% health). Second, drink your Mana potions, and Health Potions (and use BLUDTUPOWA, it still gives you 1 Mana per casting). Then if you still need to, kill the low-level monsters you left and immediately consume their blood pools (again converting Health into Mana via BLUDTUPOWA). Lastly, you can convert your BLUDTUPOWA for one last Mana Potion if needed. This should be more than sufficient to kill the boss without needing much luck.<br />
<br />
---<br />
<br />
The only strategy with which I have been even nearly successful is with a [[dwarf]] bloodmage. When I finally defeated him, it was because I got a lucky combination of an [[items|Orb of Zot]] and [[items|Midas Gloves]] before killing any enemies. I saved up using the Midas Gloves until I could purchase the Orb of Zot. I saved all the bloodpools I could and leveled up to level 8. Then I burned all my remaining [[Items|mana potions]] and mana [[PISORF]]ing the boss. Then I converted every excess item I could, and every glyph other than PISORF. I activated the Orb of Zot. Then I began hitting the boss, healing using bloodpools, and using PISORF on him whenever I had maximum mana. When I ran out of bloodpools, I killed any enemies that were weak enough to net me a health gain from their bloodpool, and then converted my PISORF and started using all my health potions. Even so, it took my last potion to be able to kill him.<br />
<br />
Here is another strategy: Using [[gnome]] convet items to mana potions and [[PISORF]] beat the Boss. Don't leave any blood pools to the Boss! Drink health potion then Convet HP to MP by using [[BLUDTUPOWA]] (you can gain ONE mana without any uncovers).<br />
<br />
That time, I bought: [[Keg O' Mana]], [[Badge of Honour]]. I reached level 8 by using blood pools. After I used all mana, I activated Badge of Honour and gave the Boss last hit.</div>Chandl34