https://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&user=Lujo&feedformat=atomDDwiki - User contributions [en]2024-03-29T09:58:22ZUser contributionsMediaWiki 1.25.1https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54722Priest2016-06-01T15:11:42Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
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'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
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Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
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Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
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Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
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|}<br />
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=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
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This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
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|}<br />
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=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
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=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. A 100% health refill is an exceedingly rare thing in Desktop Dungeons, making acess to it as trivial as this little guy does is very much like what cheating would be if there was such a thing as cheating in DD. <br />
<br />
It's not necessarily god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more, get your damage up, and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
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Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless {{a|GOOD DRINK}}, but may leave a beginner with a strange idea of Priests, Gods, and Halflings, respectively.<br />
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'''IMPORTANT:''' As crazy powerful as the combination is, it's a very melee oriented one. Even more so if combined with gods that play somewhat smoothly with it. This can make it fatally inflexible, as you will certainly discover if you try to apply it everywhere.<br />
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Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. Binlor, too, halflings love their Stoneskins and damage buffs.<br />
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|}<br />
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=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
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'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
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=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
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<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
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<br />
|}<br />
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=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
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'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
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Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
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However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
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The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
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|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
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'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
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'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
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'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
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|}<br />
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Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
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=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
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{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
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{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
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{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
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{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
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If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54721Priest2016-06-01T14:55:52Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
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|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. A 100% health refill is an exceedingly rare thing in Desktop Dungeons, making acess to it as trivial as this little guy does is very much like what cheating would be if there was such a thing as cheating in DD. <br />
<br />
It's not necessarily god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more, get your damage up, and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless 100% effective healing potions, but may leave a beginner with a strange idea of Priest, Gods, and Halflings. See the goblin entry for a less extreme example of this, although without a handy "exploit" to bail it out. <br />
<br />
'''IMPORTANT:''' As crazy powerful as the combination is, it's a very melee oriented one. Even more so if combined with gods it actually works well with. This can make it fatally inflexible, as you will certainly discover if you try to apply it everywhere. <br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. Binlor, too, halflings love their Stoneskins and damage buffs.<br />
<br />
|}<br />
<br />
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
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| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
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| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
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| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54720Priest2016-06-01T14:30:03Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. A 100% health refill is an exceedingly rare thing in Desktop Dungeons, making acess to it as trivial as this little guy does is very much like what cheating would be if there was such a thing as cheating in DD. <br />
<br />
It's not necessarily god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more, get your damage up, and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless 100% effective healing potions, but may leave a beginner with a strange idea of Priest, Gods, and Halflings. See the goblin entry for a less extreme example of this, although without a handy "exploit" to bail it out. <br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. Binlor, too, halflings love their Stoneskins and damage buffs.<br />
<br />
|}<br />
<br />
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54719Priest2016-06-01T14:25:46Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless 100% effective healing potions, but may leave a beginner with a strange idea of Priest, Gods, and Halflings. See the goblin entry for a less extreme example of this, although without a handy "exploit" to bail it out. <br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. Binlor, too, halflings love their Stoneskins and damage buffs.<br />
<br />
|}<br />
<br />
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54718Priest2016-06-01T14:23:21Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless 100% effective healing potions, but may leave a beginner with a strange idea of Priest, Gods, and Halflings. See the goblin entry for a less extreme example of this, although without a handy "exploit" to bail it out. <br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. <br />
<br />
|}<br />
<br />
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54717Priest2016-06-01T14:21:50Z<p>Lujo: /* link=|Halfling Priest Halfling */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== [[File: Human Priest.png|link=|Human Priest]] Human ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. The halfling priest is way more likely to hoard his potions and unlikely to worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the "Priests make lousy god worshippers" problem. It is compensated by the sheer lunatic power of endless 100% effective healing potions, but may leave a beginner with a strange idea of Priest, Gods, and Halflings. See the goblin entry for a less extreme example of this, although without a handy "exploit" to bail it out. <br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. <br />
<br />
|}<br />
<br />
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54668Priest2016-05-31T15:51:10Z<p>Lujo: /* {{GoPr}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.<br />
<br />
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.<br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54667Priest2016-05-31T15:40:16Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54666Priest2016-05-31T15:36:58Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.<br />
<br />
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the "tiny bit of regen-fighting" technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54665Priest2016-05-31T14:11:48Z<p>Lujo: /* What The Priest is NOT about */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
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|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
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| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
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|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
=== What The Priest is NOT about ===<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54664Priest2016-05-31T13:56:44Z<p>Lujo: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== Strategy ==<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
== What The Priest is NOT about ==<br />
<br />
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Worshiping Gods ===<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
<br />
== Items ==<br />
<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54663Priest2016-05-31T13:51:14Z<p>Lujo: /* So, what's he about? */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
== What is he NOT about ==<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54662Priest2016-05-31T13:47:55Z<p>Lujo: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, this ends horribly, they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
<br />
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:<br />
<br />
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?<br />
<br />
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's just really tricky to use.<br />
<br />
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment of a single health potion for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like gettin poisoned. <br />
<br />
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both levelign and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.<br />
<br />
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.<br />
<br />
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.<br />
<br />
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't so much of your MO. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.<br />
<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
If you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54661Priest2016-05-31T12:37:08Z<p>Lujo: /* What is he NOT about */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, this ends horribly, they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. <br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 20 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drinking Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54658Priest2016-05-31T12:18:04Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54657Priest2016-05-31T12:16:00Z<p>Lujo: /* {{GoPr}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. <br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54656Priest2016-05-31T12:12:33Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. The cook up a plan, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out.<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54655Priest2016-05-31T12:09:53Z<p>Lujo: /* Races */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
'''TRICKY:''' Class and race both geared towards the late game and melee.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
'''EASY:''' Nicely well rounded in most aspects.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
'''V. EASY:''' Class and race create an owepowering anomaly when combined.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. <br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
'''V. TRICKY''' - Can take expert handling for unobvious reasons.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. The cook up a plan, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out.<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54654Priest2016-05-31T11:52:28Z<p>Lujo: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{HaPr}}, {{OrPr}}, {{ElPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than melee fighiting than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. <br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Playing a {{GoPr}} is awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods. And it's a bit difficult to explain why this is so without delving into gods.<br />
<br />
In short - the Priest Health bonus would mean something, but most goblins get that by worshiping a god with an easy to acquire health bonus. The way goblins usually get it also means they get their health up-front, which is how they prefer it, as they have no fighting ability otherwise. They also like both their health and their mana bars getting big and useful, and the Priest only contribtes to the Health plan. <br />
<br />
Since Priest are lousy at worshiping the Glowing Guardian, and getting stuff out of Jehora Jeheyu requires giving up potions, being a priest is easily at odds with the best goblin strategies - ones strong enough to ignore your class and just play "a goblin worshiping god X".<br />
<br />
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels, but converting glyps for experience isn't such a hot deal for Priests.<br />
<br />
The best advice, if you'd like to play Goblin Priests, is to make your life easier with preparations. Grab Magnet:Fireball so that you can start using both your bars right away. The cook up a plan, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with an affordable health boost, and all the mana boosts you'd like, is likely going to work out.<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54653Priest2016-05-31T11:06:54Z<p>Lujo: /* {{OrPr}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
What's important to note is that his skillset is tilted hard towards the late game, and is very melee oriented. This produces an interesting counterbalancing effect, explained a bit in the strategy section below.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54652Priest2016-05-31T11:05:45Z<p>Lujo: /* {{OrPr}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
What's important to note is that his skillset is tilted hard towards the late game, and is very melee oriented. This produces an interesting counterbalancing effect, explained a bit in the strategy section below.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54651Priest2016-05-31T11:01:34Z<p>Lujo: /* {{GnPr}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
What's important to note is that his skillset is tilted hard towards the late game, and is very melee oriented. This produces an interesting counterbalancing effect, explained a bit in the strategy section below.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54650Priest2016-05-31T10:52:10Z<p>Lujo: /* So, what's he about? */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
What's important to note is that his skillset is tilted hard towards the late game, and is very melee oriented. This produces an interesting counterbalancing effect, explained a bit in the strategy section below.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most advanced Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. Definitelly use the regen-fighting technique outlined above against a boss, if applicable. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54649Priest2016-05-31T10:49:16Z<p>Lujo: /* So, what's he about? */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
What's important to note is that his skillsed it tilted hard towards the late game, and very melee oriented, and this produces an interesting counterbalancing effect, explained a bit in the strategy section below.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
And '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54648Priest2016-05-31T10:47:08Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the priests are so stacked for late game, their inventory is very likely to be loaded with glyphs all the time.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carefully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). Or moving into another god at the right time.<br />
<br />
And '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leveragingn this. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.<br />
<br />
Once you've got your levels, just throw everything at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54647Priest2016-05-31T10:30:40Z<p>Lujo: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. They can get them easily enough by killing higher level undead. This will require glyph use - remember, even if you're the most tanky, fightery guy you still have use for glyphs.<br />
<br />
You can use the damage glyphs, and the first strike / slow glyphs, ofc, but you can also make especially good use of other ones, too. IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests.<br />
<br />
No priest but the the Halfling can afford to blow potions on leveling up. This means that besides glyphs, and ites, most Priest plans involve gods, and the best ones include the sort of gods who don't like you using potions. If you know your way around gods - go nuts. Carfully. God play with Priests usually boils down to joining an incompatible god after you've done what the god doesn't want you doing - like joinig Dracul mid-fight with the boss, after you've used all your healing potions and don't have any undead left to fight (except possibly the boss). That sort of thing.<br />
<br />
Once you've got your levels, just throw everything at the boss. There are subtleties and tricks to get more hits out of your large health pool, but in general that's that - get leveled up, throw stuff at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54646Priest2016-05-31T10:20:48Z<p>Lujo: /* What is he NOT about */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. None of them but the Halfling can afford to blow potions on leveling up without a good plan. Most of those plans involve gods, and often the sort of gods who don't like you using potions. The other option is picking targets carefully, but this may or may not work - sometimes you just can' find a juicy undead to slap around for huge XP. And you're not really good at fighting anything but the undead.<br />
<br />
This means choosing targets, using glyphs, items and your racial bonus to your advantage, and if all else fails / you know what you're doing, gods. Different gods for different priests, ofc.<br />
<br />
Once you've got your levels, just throw everything at the boss. There are subtleties and tricks to get more hits out of your large health pool, but in general that's that - get leveled up, throw stuff at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54645Priest2016-05-31T10:15:38Z<p>Lujo: /* So, what's he about? */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.<br />
<br />
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to "pay" for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.<br />
<br />
{{a|GOOD GOLLY}}: This means several things, and has several uses. <br />
<br />
It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and if you have {{i|Pepper the Dog}} in your locker you can use it to "mark" a boss as undead if you want to make sure you get to use this against a boss.<br />
<br />
If you pick your targets, you can use {{a|GOOD GOLLY}} to kill undead above your level and get bonus XP. This is what you should be looking to do most of the time. It is what usually '''helps you level up'''.<br />
<br />
If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. This can make the abiltiy useful for spellcasters.<br />
<br />
Since your base damage goes up with your level, it also '''rewards you for leveling up'''.<br />
<br />
'''TAKEN TOGETHER:''' As can be plainly seen, the "Priest" is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other guys, so you can use the other guys as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is the worst possible class in the whole game for fiddling with most gods if you're a beginner. He's a lightning rod for punishments!<br />
<br />
This often trips up new players - the "Priest" is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters, they are much more forgiving and easy to use than they would look if you start with a priest.<br />
<br />
In detail:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
Then, when you know what these guys don't like, you can (and should) figure out how to use them with "Priests".<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. None of them but the Halfling can afford to blow potions on leveling up without a good plan. Most of those plans involve gods, and often the sort of gods who don't like you using potions. The other option is picking targets carefully, but this may or may not work - sometimes you just can' find a juicy undead to slap around for huge XP. And you're not really good at fighting anything but the undead.<br />
<br />
This means choosing targets, using glyphs, items and your racial bonus to your advantage, and if all else fails / you know what you're doing, gods. Different gods for different priests, ofc.<br />
<br />
Once you've got your levels, just throw everything at the boss. There are subtleties and tricks to get more hits out of your large health pool, but in general that's that - get leveled up, throw stuff at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Priest&diff=54644Talk:Priest2016-05-31T00:38:14Z<p>Lujo: </p>
<hr />
<div>Redone it top to bottom, or rather, first-drafted the rework, still need a bunch of things done tomorrow to even call it a proper first draft. I think I did a better job than with the fighter, feel free to comment. <br />
<br />
I may have oversold the "priests are terrible at worshiping gods" thing, but on the other hand my experience with newbies is that tryign to melee stuff with the fighter and trying to worship gods with the Priest are the top two things most likely to drive someone away from the game when it comes to stuff you can actually write up on the wiki.<br />
<br />
Also I can figure that the Priest is called the Fighter and the Figther the Priest for several reasons, it's just that "don't think of that guy as a priest, he's a fighter, and whatever you do don't go trying out gods with him" has been demoralizingly relevant advice. I've seen it be the difference between people playing as if gods don't exist at all (because messing around gods with a priest is such a trap), and people figuring complex strats on their own simply because they werent afraid of fiddling with gods (becuase it's significantly more difficult to screw up with gods if you're not a priest).<br />
<br />
-Lujo</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Priest&diff=54643Talk:Priest2016-05-31T00:35:30Z<p>Lujo: </p>
<hr />
<div>Redone it top to bottom, or rather, first-drafted the rework, still need a bunch of things done tomorrow to even call it a proper first draft. I think I did a better job than with the fighter, feel free to comment. <br />
<br />
I may have oversold the "priests are terrible at worshiping gods" thing, but on the other hand my experience with newbies is that tryign to melee stuff with the fighter and trying to worship gods with the Priest are the top two things most likely to drive someone away from the game when it comes to stuff you can actually write up on the wiki.<br />
<br />
Also I can figure that the Priest is called the Fighter and the Figther the Priest for several reasons, it's just that "don't think of that guy as a priest, he's a fighter, and whatever you do don't go trying out gods with him" has been demoralizingly relevant advice.<br />
<br />
-Lujo</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&diff=54642Priest2016-05-31T00:27:50Z<p>Lujo: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Priest<br />
|ShortHand=Pr<br />
|Traits=<br />
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level<br />
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective<br />
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%<br />
|SuggestedRaces=<br />
{{DwPr}}, {{HaPr}}, {{OrPr}}<br />
|Unlock=<br />
{{b|Church|Level 1|House Of The Holy}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
<br />
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''<br />
<br />
== So, what's he about? ==<br />
<br />
The Priest's abilities actually mean the follwing:<br />
<br />
{{a|GOOD HEALTH}}: A rather large health bonus that rewards you for leveling up. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health. There are several items that boost this further, and some Priests builds lke that.<br />
<br />
{{a|GOOD DRINK}}: An unreal buff to the healing potion effect. This makes them more than twice as good, and it also rewards you for leveling up. Everyone gets health per level, the Priest has extra health per level, and once you're big and fat you can get a lot of mileage out of your potions. This also means the potions are quite precious.<br />
<br />
{{a|GOOD GOLLY}}: An insane buff to damage versus about 25% of enemies on almost every map. This means several things, and has several uses. If you pick your targets, you can use this to kill undead above your level and get bonus XP. If you happen to outlevel undead monsters you get first strike against them, and this can mean you can kill some pretty large undead without getting hit back. And finally, if the boss is Undead you get a ludicrously enormous melee damage bonus against the boss.<br />
<br />
If you have found the {{i|Pepper the Dog}} item and lockered it, you can "mark" a boss as undead, gaining an enormous advantage in the endgame.<br />
<br />
As can be plainly seen, the "Priest" is all you would expect a stereotypical old-school RPG '''Fighter''' to be - a melee guy who does a lot of melee, has a lot of health, and is good at fighting stuff in melee. If you pick your targets, you can outlevel most monsters. Then use the outleveled monsters for leveling up in the middle of the fight with the boss to refill your health and mana mid-figt. And when you're as huge as you can get - drink all your potions for even more hits on the boss. That's the general idea.<br />
<br />
=== What is he NOT about ===<br />
<br />
What isn't plain to see is that he is also the worst possible class in the whole game for fiddling with most gods if you're a beginner. He's a lightning rod for punishments!<br />
<br />
If you're just startig out try figuring out what gods like and dislike with a "Fighter", or anthing at all instead of a "Priest". It's easier to appreciate them that way. Then when you've got a bit of a feel for the Gods, see what they do for your "Priest". They do a lot, as they do for all other melee-friendly characters, and they are critical to enjoying many Priest builds, but you really don't want to be learning about gods with this guy.<br />
<br />
An exception to this is the {{HaPr}} worshipping the god Taurog - that's impossible to screw up. The godess Earthmother also isn't likely to trip you up with Priest-specific deathtraps, you can do allright with Pactmaker - it's highly recommended you get familiar with the other guys using other characters. Specifically because:<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| '''The Glowing Guardian''' - doesn't like you using potions. He has a few other minor rules, and most characters don't mind not using potions (or even converting potions to please him), but the Priest really, really wants to use his potions. Many folks never touch any gods because their first experience with them was trying Glowing Guardian out with a Priest, it ending horribly, and them concluding the game is way too punishing to even bother trying to figure it out. It isn't, it's just that the Priest is uniquely unsuited to worshiping that guy.<br />
<br />
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.<br />
<br />
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.<br />
<br />
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.<br />
<br />
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wight is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.<br />
<br />
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there.<br />
<br />
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tepting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.<br />
<br />
|}<br />
<br />
All of them can be used fine enough once you're a bit more familiar with the game, and definitely should be used - just don't go trying to figure these guys out with the "Priest" first. Any other tier 1 character is likely to serve you better.<br />
<br />
=== Strategy ===<br />
<br />
What priests generally want to do, first and foremost, is get levels. None of them but the Halfling can afford to blow potions on leveling up without a good plan. Most of those plans involve gods, and often the sort of gods who don't like you using potions. The other option is picking targets carefully, but this may or may not work - sometimes you just can' find a juicy undead to slap around for huge XP. And you're not really good at fighting anything but the undead.<br />
<br />
This means choosing targets, using glyphs, items and your racial bonus to your advantage, and if all else fails / you know what you're doing, gods. Different gods for different priests, ofc.<br />
<br />
Once you've got your levels, just throw everything at the boss. There are subtleties and tricks to get more hits out of your large health pool, but in general that's that - get leveled up, throw stuff at the boss. As far as the master plan goes, it's as simple as they come.<br />
<br />
== Races ==<br />
<br />
Like the stereotypical RPG Fighters of old, the DD "Priest" is rather single-minded. This ends up producing a strange outcome as every race you pair with him produces a wildly different character.<br />
<br />
=== {{HuPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combination can suffer a bit from the "too much payoff" problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.<br />
<br />
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. <br />
<br />
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.<br />
<br />
|}<br />
<br />
=== {{DwPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| This combinatio can easily suffer a bit from the "too much payoff" problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.<br />
<br />
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.<br />
<br />
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.<br />
<br />
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.<br />
<br />
|}<br />
<br />
=== {{ElPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.<br />
<br />
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.<br />
<br />
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. <br />
<br />
|}<br />
<br />
=== {{HaPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. This is in theory, and in practice, not all that far from what cheating would be like if there were such a thing in DD.<br />
<br />
It's not god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.<br />
<br />
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty.<br />
<br />
Also, the potion friendly items such, the Tri-Sword and the Alchemist Scroll sinergize perfectly with being Halfling Priest, just to make it even stronger.<br />
<br />
|}<br />
<br />
=== {{GnPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and a rather easy time fighting undead. And since you've explored it easy for you to pick your targets, meaning undead, for big XP rewards.<br />
<br />
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.<br />
<br />
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's potency at high levels inevitably comes into play.<br />
<br />
|}<br />
<br />
=== {{OrPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game.<br />
<br />
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies.<br />
<br />
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you ussually end up being pleasantly well, rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.<br />
<br />
|}<br />
=== {{GoPr}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| (to do)<br />
<br />
|}<br />
<br />
== Gods ==<br />
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because {{boon|Vine Form}} is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{boon|Warrior's Pact}} for a large boost to your HP. {{g|Dracul}} could work, if you can get {{t|Sanguine}} up to significant levels. Combined with a decently leveled {{t|Sanguine}} and {{a|GOOD HEALTH}} allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the {{g|Glowing Guardian}}. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.<br />
<br />
== Items ==<br />
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.<br />
<br />
(Add the Avatar's Codex strats) etc.<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54641Fighter2016-05-30T19:50:18Z<p>Lujo: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
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|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
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|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy lvl 4 along the way if you want. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GoFi}} , also known as "The King of Ding", is all about weaponizing your experience bar. It's a bit on the "awesome but impractical" side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).<br />
<br />
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.<br />
<br />
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar padding ding-monger, as are most fighters, so the guide for this combination should be a well written goblin racial page.<br />
<br />
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.<br />
<br />
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys. <br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Races&diff=54640Talk:Races2016-05-30T16:49:28Z<p>Lujo: </p>
<hr />
<div>It might be useful to estimate the amount of conversion point available in a dungeon and give that value here...<br />
<br />
Darvin, please don't restore the stuff I wrote.<br />
<br />
I'll respect that. Also, sign your posts on talk pages --[[User:Darvin|Darvin]] 21:13, 15 May 2015 (UTC)<br />
<br />
I thought it looked fine. It could use its own special subsection or side page maybe, I don't know. Or maybe the main idea could be given and the details left for specific race pages. - [[User:MTaur|MTaur]]<br />
<br />
----<br />
<br />
All the racial pages need a universal template.<br />
<br />
What we (that is me and Tinker from what I can see) can agree on is that the really handy thing to have on a racial page is the interaction between the race and gods. That's also the only thing I've written about here, on the goblin page, and pretty much the only hing I'm happy about here overall. And they can all be torn down, pretty much, there's nothing on them that's really necessary that wouldn't be written on more funcional ones. And quite a bunch of stuff is just plain wrong. <br />
<br />
Question is - what's a funcional, well organized one? <br />
<br />
- Interaction between a race and gods, that's important for a bunch of races (not so much for others, but it's important). <br />
<br />
- I'd like to write/see a "X guard" section for each race on how to play while ignoring your class, just because that'd be handy to link to. That could be the intro paragraph, or the second paragraph.<br />
<br />
- Just a basic bit of math of what the bonus means, and how much in raw stats you can expect from it if you dump all glyphs but one into it (or something lke that).<br />
<br />
- Really cool/powerful/simple combos? What a hard-core powergamer would call "recommended"?<br />
<br />
- Items of note. Not sure how this wold look, tbh. -Lujo</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Races&diff=54639Talk:Races2016-05-30T16:49:04Z<p>Lujo: </p>
<hr />
<div>It might be useful to estimate the amount of conversion point available in a dungeon and give that value here...<br />
<br />
Darvin, please don't restore the stuff I wrote.<br />
<br />
I'll respect that. Also, sign your posts on talk pages --[[User:Darvin|Darvin]] 21:13, 15 May 2015 (UTC)<br />
<br />
I thought it looked fine. It could use its own special subsection or side page maybe, I don't know. Or maybe the main idea could be given and the details left for specific race pages. - [[User:MTaur|MTaur]]<br />
<br />
----<br />
<br />
All the racial pages need a universal template.<br />
<br />
What we (that is me and Tinker from what I can see) can agree on is that the really handy thing to have on a racial page is the interaction between the race and gods. That's also the only thing I've written about here, on the goblin page, and pretty much the only hing I'm happy about here overall. And they can all be torn down, pretty much, there's nothing on them that's really necessary that wouldn't be written on more funcional ones. And quite a bunch of stuff is just plain wrong. <br />
<br />
Question is - what's a funcional, well organized one? <br />
<br />
- Interaction between a race and gods, that's important for a bunch of races (not so much for others, but it's important). <br />
<br />
- I'd like to write/see a "X guard" section for each race on how to play while ignoring your class, just because that'd be handy to link to. That could be the intro paragraph, or the second paragraph.<br />
<br />
- Just a basic bit of math of what the bonus means, and how much in raw stats you can expect from it if you dump all glyphs but one into it (or something lke that).<br />
<br />
- Really cool/powerful/simple combos? What a hard-core powergamer would call "recommended"?<br />
<br />
- Items of note. Not sure how this wold look, tbh.</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Races&diff=54638Talk:Races2016-05-30T16:44:50Z<p>Lujo: </p>
<hr />
<div>It might be useful to estimate the amount of conversion point available in a dungeon and give that value here...<br />
<br />
Darvin, please don't restore the stuff I wrote.<br />
<br />
I'll respect that. Also, sign your posts on talk pages --[[User:Darvin|Darvin]] 21:13, 15 May 2015 (UTC)<br />
<br />
I thought it looked fine. It could use its own special subsection or side page maybe, I don't know. Or maybe the main idea could be given and the details left for specific race pages. - [[User:MTaur|MTaur]]<br />
<br />
----<br />
<br />
All the racial pages need a universal template.<br />
<br />
What we (that is me and Tinker from what I can see) can agree on is that the really handy thing to have on a racial page is the interaction between the race and gods. That's also the only thing I've written about here, on the goblin page, and pretty much the only hing I'm happy about here overall. And they can all be torn down, pretty much, there's nothing on them that's really necessary that wouldn't be written on more funcional ones.<br />
<br />
Question is - what's a funcional one? <br />
<br />
- Interaction between a race and gods, that's important for a bunch of races (not so much for others, but it's important). <br />
<br />
- I'd like to write/see a "X guard" section for each race on how to play while ignoring your class, just because that'd be handy to link to. That could be the intro paragraph, or the second paragraph.<br />
<br />
- Just a basic bit of math of what the bonus means, and how much in raw stats you can expect from it if you dump all glyphs but one into it (or something lke that).<br />
<br />
- Really cool/powerful/simple combos? What a hard-core powergamer would call "recommended"?</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Fighter&diff=54637Talk:Fighter2016-05-30T16:18:25Z<p>Lujo: </p>
<hr />
<div>Right, so, I kinda decided to let the Thief ferment a bit and draw any gasps and PMs and stuff and moved over to this guy.<br />
<br />
I purposefully wrote him like this because It's my firm belief that getting confused by the Fighter in many ways is what discourages folks from the game and misleads them in various ways. A bunch of us vets took forever to work him out, me included, and I thought if anyone ever goes looking a class up Fighter's highly likely gonna be the class.<br />
<br />
And once you figure out the fighter you're off to the races, so it looks the way it looks currently, and I hope it can stay that way (or similar enough to it). It answers a million questions folks always keep asking and also a few noone ever asks because they all make a wrong assumption about it. And I tink I stayed well within the borders of good taste. I don't mean to poke or prod anyone at all, the Fighter confusing people was and is a huge issue with the game (one of the few actual issues with it) and this sort of thing might help with that.<br />
<br />
It's the only class I mean to go this wordy on, because it's the one that confuses people the most and the point of having a fighter page on the wiki at all isn't just to teach folks "to even fighter", but to dispell the results of compromises that had to be made with him being an introductory class and all that jazz.<br />
<br />
Again, please, if you have admin capability please PM me rather than start a public ruckus about things, I can be quite reasonable if I'm not panicking, and I'm trying to help folks out here. If any wiki page can use a bit of levity, humor and self-depreciation it's the Fighter one - Lujo<br />
<br />
The actual page, below is a work in progress, ofc, feel free to comment. In paricular about suggested gods for the Gnome and Elf fighters, respectivelly. I played them a long time ago, the PQI fed me other guys on the last playthrough. - Lujo<br />
<br />
PQI only gives Elf and Orc Fighters, so no Gnomes that way. Fighter is a fairly non-intrusive class, it's best to just pick an altar that goes well with your race. I normally play Gnome Fighters with Mystera (JJ can also work). I normally play Elf Fighters with Earthmother or Mystera (or just see what comes along, Elf Fighter can cope with anything including GG, JJ, Binlor, even Taurog). [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:01, 26 May 2016 (UTC)<br />
<br />
Ty and V nice!, I also carefully read your post in the misfortunately named wiki thread in the forums and I'm with you on all counts there. I would have done more to both the fighter and the thief pages, but I got hit by a ransomware plague which took out half my home machines and had to juggle RL with it. I'm all for PM coordination for really smoothing all the what-goes-where templating concerning race-class-deity stuff.<br />
<br />
And I think I'll turn the intro section into a simple and non wordy FAQ - it needs to be there, just not this wordy. Excuse the delay, RL is a pain. - Lujo<br />
<br />
--<br />
<br />
Ok I got the inital pass on all the diferent fighters, it's a bit all over the place. Anyone got comments about the whole "Here they all are, expand the one you wanna know about" format? I think that's kinda the best way to do it, least clutter. I'll try to trim down the other stuff, make the intro a shroter collapsible FAQ. I made each kinda different to try different takes on writing the content out, so I'm looking for feedback if possible.<br />
<br />
As tinker said - how to avoid having the same stuff written up in too many places? What to compartmentize where? How about an universal easy-to-use racial page template?</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Fighter&diff=54636Talk:Fighter2016-05-30T16:16:26Z<p>Lujo: </p>
<hr />
<div>Right, so, I kinda decided to let the Thief ferment a bit and draw any gasps and PMs and stuff and moved over to this guy.<br />
<br />
I purposefully wrote him like this because It's my firm belief that getting confused by the Fighter in many ways is what discourages folks from the game and misleads them in various ways. A bunch of us vets took forever to work him out, me included, and I thought if anyone ever goes looking a class up Fighter's highly likely gonna be the class.<br />
<br />
And once you figure out the fighter you're off to the races, so it looks the way it looks currently, and I hope it can stay that way (or similar enough to it). It answers a million questions folks always keep asking and also a few noone ever asks because they all make a wrong assumption about it. And I tink I stayed well within the borders of good taste. I don't mean to poke or prod anyone at all, the Fighter confusing people was and is a huge issue with the game (one of the few actual issues with it) and this sort of thing might help with that.<br />
<br />
It's the only class I mean to go this wordy on, because it's the one that confuses people the most and the point of having a fighter page on the wiki at all isn't just to teach folks "to even fighter", but to dispell the results of compromises that had to be made with him being an introductory class and all that jazz.<br />
<br />
Again, please, if you have admin capability please PM me rather than start a public ruckus about things, I can be quite reasonable if I'm not panicking, and I'm trying to help folks out here. If any wiki page can use a bit of levity, humor and self-depreciation it's the Fighter one - Lujo<br />
<br />
The actual page, below is a work in progress, ofc, feel free to comment. In paricular about suggested gods for the Gnome and Elf fighters, respectivelly. I played them a long time ago, the PQI fed me other guys on the last playthrough. - Lujo<br />
<br />
PQI only gives Elf and Orc Fighters, so no Gnomes that way. Fighter is a fairly non-intrusive class, it's best to just pick an altar that goes well with your race. I normally play Gnome Fighters with Mystera (JJ can also work). I normally play Elf Fighters with Earthmother or Mystera (or just see what comes along, Elf Fighter can cope with anything including GG, JJ, Binlor, even Taurog). [[User:Tinker|Tinker]] ([[User talk:Tinker|talk]]) 20:01, 26 May 2016 (UTC)<br />
<br />
Ty and V nice!, I also carefully read your post in the misfortunately named wiki thread in the forums and I'm with you on all counts there. I would have done more to both the fighter and the thief pages, but I got hit by a ransomware plague which took out half my home machines and had to juggle RL with it. I'm all for PM coordination for really smoothing all the what-goes-where templating concerning race-class-deity stuff.<br />
<br />
And I think I'll turn the intro section into a simple and non wordy FAQ - it needs to be there, just not this wordy. Excuse the delay, RL is a pain. - Lujo<br />
<br />
--<br />
<br />
Ok I got the inital pass on all the diferent fighters, it's a bit all over the place. Anyone got comments about the whole "Here they all are, expand the one you wanna know about" format? I think that's kinda the best way to do it, least clutter. I'll try to trim down the other stuff, make the intro a shroter collapsible FAQ.<br />
<br />
As tinker said - how to avoid having the same stuff written up in too many places? What to compartmentize where? How about an universal easy-to-use racial page template?</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54635Fighter2016-05-30T16:00:27Z<p>Lujo: /* {{GoFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy lvl 4 along the way if you want. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GoFi}} , also known as "The King of Ding", is all about weaponizing your experience bar. It's a bit on the "awesome but impractical" side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).<br />
<br />
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.<br />
<br />
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar padding ding-monger, as are most fighters, so the guide for this combination should be a well written goblin racial page.<br />
<br />
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.<br />
<br />
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys. <br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54634Fighter2016-05-30T15:57:32Z<p>Lujo: /* {{GoFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy lvl 4 along the way if you want. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GoFi}} all about weaponizing your experience bar. It's a bit on the "awesome but impractical" side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).<br />
<br />
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.<br />
<br />
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching ding-mongering stat-bar padder, as are most fighters, so the guide for this combination should be a well written goblin racial page.<br />
<br />
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.<br />
<br />
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys. <br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54633Fighter2016-05-30T15:56:32Z<p>Lujo: /* {{GoFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy lvl 4 along the way if you want. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GoFi}} all about weaponizing your experience bar. It's a bit on the "awesome but impractical" side of things, before you get familiar with it and develop your kingdom a bit (namely the item and good pool).<br />
<br />
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.<br />
<br />
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching ding-mongering stat-bar padder, as are most fighters, so the guide for this combination should be a well written goblin racial page.<br />
<br />
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.<br />
<br />
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys. <br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54632Fighter2016-05-30T14:49:41Z<p>Lujo: /* {{OrFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy lvl 4 along the way if you want. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54631Fighter2016-05-30T14:48:22Z<p>Lujo: /* {{OrFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54630Fighter2016-05-30T14:46:36Z<p>Lujo: /* {{OrFi}} */ (went a bit overboard with explaining how pissorf works here, I'll revise it, it's a rather iconic combo)</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorff spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But it also makes Pisorff stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refil mana to cast more Pisorff.<br />
<br />
The preffered starting god is Binlor for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most sinergistic.<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54629Fighter2016-05-30T14:33:28Z<p>Lujo: /* {{OrFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.<br />
<br />
Your Pisorff game is obscene. The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses).<br />
<br />
'''~ Advanced Tip ~'''<br />
<br />
PQI - This is a frequent PQI combination, and it pays to learn to handle it. As long as the PQI isn't asking for Warmonger (no glyph use, so no Pisorff) or Faithless (no gods, so no Binlor for Pisorff), or Purist (no preps) in which case - have a fun little challenge. <br />
<br />
Otherwise just prep Binlor and the Crystal Ball, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Then move over into a ding-friendly god, or not, and just Pisorff everything into powder. Once you get a bit of practice with it, you'll be tacking the Vicious Token onto the PQI for extra money whenever you see this combination.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54628Fighter2016-05-30T14:20:11Z<p>Lujo: /* {{GnFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
<br />
The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54627Fighter2016-05-30T14:18:20Z<p>Lujo: /* {{GnFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning, and preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. Gotta keep both options in mind. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
<br />
The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54626Fighter2016-05-30T14:15:35Z<p>Lujo: /* {{GnFi}} */ (a bit of Gnome fighter first drafty rewrite will try to trim it and make it sound less opinonated - keep in mind that I'm not so much opinionated as much as gnomes being one-dimensional in a non-obvous way)</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. <br />
<br />
The gnome CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at racking up the burning bonus damage when they get high level and use potions to fuel a lot of high-level Burndayraz casts at the boss. Gotta keep both options in mind. <br />
<br />
What you do with your health, damage or anything other than mana pool size, honestly, is up to you. A purely spellcasting gnome fighter "plays itself" to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.<br />
|}<br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
<br />
The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54625Fighter2016-05-30T13:37:47Z<p>Lujo: /* {{HaFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} can save all his potions until after he has exhausted all his level-ups, similar to the Halfling, but he is also well-served using them strategically to score very high-level kills.<br />
<br />
The gnome, with his CP refills along the fighters leveling refills, makes for a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amout of total refills on both leveling and hitting the boss at the same time. <br />
|} <br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
<br />
The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54624Fighter2016-05-30T13:36:21Z<p>Lujo: /* {{HaFi}} */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
<br />
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
<br />
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
<br />
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
|}<br />
<br />
=== {{HaFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
<br />
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice.<br />
<br />
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
|}<br />
<br />
=== {{GnFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The {{GnFi}} can save all his potions until after he has exhausted all his level-ups, similar to the Halfling, but he is also well-served using them strategically to score very high-level kills.<br />
<br />
The gnome, with his CP refills along the fighters leveling refills, makes for a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amout of total refills on both leveling and hitting the boss at the same time. <br />
|} <br />
<br />
=== {{OrFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
<br />
The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
|}<br />
<br />
=== {{GoFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
<br />
With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
|}<br />
<br />
== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
<br />
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
<br />
== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
<br />
<br />
{{MainNav}}</div>Lujohttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=54623Fighter2016-05-30T13:35:20Z<p>Lujo: /* {{HaFi}} */ (A halfling fighter edit. It implies that the halfling god shennanigans will be covered elsewhere)</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed<br />
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}<br />
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''<br />
<br />
== How much of an "introductory" class is the Fighter? ==<br />
<br />
This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! For the very new and the very old <br />
|-<br />
| {{a|INSTINCTS}}: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!<br />
<br />
Despite how it looks, this is '''not there''' so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)''<br />
|}<br />
<br />
{{a|VETERAN}}: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| ''(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)''<br />
|}<br />
<br />
{{a|PIT DOG}}: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".<br />
<br />
What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Veteran corner <br />
|-<br />
| (''Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, '''after''' the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.'')<br />
|}<br />
|}<br />
<br />
== So, what's he about? ==<br />
<br />
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.<br />
<br />
{{a|VETERAN}}: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. <br />
<br />
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.<br />
<br />
=== Strategy ===<br />
<br />
Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.<br />
<br />
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.<br />
<br />
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.<br />
<br />
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.<br />
<br />
== Races ==<br />
<br />
What the Fighter is looking for in a race is either a bit of help with the initial leveling, to get the ball rolling, or the complete oposite - something to cash in on with all the leveling. What the fighter himself "does" is the basic footwork that just about every DD character does in every run. He's just really good at the footwork, at the cost of not having inherent ways to capitalize on it. A guide to all the different fighters is, in a way, a guide how to play a generic, but highly XP efficient member of each race.<br />
<br />
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and figt the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. <br />
<br />
=== {{HuFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the "popcorn", then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.<br />
<br />
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection, first strike, things like that - it might come in handy.<br />
<br />
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.<br />
|}<br />
<br />
=== {{DwFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.<br />
<br />
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Two gods make {{DwFi}} flow in a particularly fine way. <br />
<br />
Mystera Annur lets you build up as a spellcaster while you use your glyphs to explore, "popcorn bowl" and level up. Her refreshment boon lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).<br />
<br />
Dracul is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.<br />
|}<br />
<br />
=== {{ElFi}} ===<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! <br />
|-<br />
| Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.<br />
<br />
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.<br />
<br />
'''~ Some God Tips ~'''<br />
<br />
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:<br />
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Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.<br />
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Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.<br />
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Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.<br />
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=== {{HaFi}} ===<br />
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| The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.<br />
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The other way to play the little guy is to use some of the health potions to fight popocorn while throwing spells at the boss. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both bars - fighters are really good at this sort of thing once you get some practice.<br />
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The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. <br />
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=== {{GnFi}} ===<br />
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| The {{GnFi}} can save all his potions until after he has exhausted all his level-ups, similar to the Halfling, but he is also well-served using them strategically to score very high-level kills.<br />
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The gnome, with his CP refills along the fighters leveling refills, makes for a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amout of total refills on both leveling and hitting the boss at the same time. <br />
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=== {{OrFi}} ===<br />
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| The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.<br />
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The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.<br />
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=== {{GoFi}} ===<br />
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| While the {{GoFi}} lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With {{s|WONAFYT}} and {{s|BLUDTUPOWA}}, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.<br />
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With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.<br />
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== Items ==<br />
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.<br />
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A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as Fine Sword or Pendant of Health will do wonders for you as early finds or light preps.<br />
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== Gods ==<br />
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.<br />
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