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Desktop Dungeons Rewind Dungeon and Quest Guide

Table of Contents Show

  1. Desktop Dungeons Rewind Dungeon and Quest Guide
  2. General Dungeon Information
    1. Dungeon Layout
    2. Dungeon Difficulty
    3. Monsters
    4. Common Monsters
    5. Common Bosses
  3. Easy Dungeons – Hobbler’s Hold
  4. Normal Dungeons – Den of Danger
  5. Normal Dungeons – Venture Cave
  6. Normal Dungeons – Western Jungle
  7. Normal Dungeons – Northern Desert
  8. Normal Dungeons – Southern Swamp
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  9. Normal Dungeons – Eastern Tundra
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  10. Hard Dungeons – Grimm’s Grotto
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmick
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  11. Hard Dungeons – Doubledoom
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmick
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  12. Hard Dungeons – Havendale Bridge
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  13. Hard Dungeons – Rock Garden
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  14. Hard Dungeons – Hexx Ruins
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  15. Hard Dungeons – Creeplight Ruins
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Class + Races
    6. Strategy
    7. Quests
  16. Hard Dungeons – Magma Mines
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  17. Hard Dungeons – The Labyrinth
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Strategy
    6. Quests
  18. Hard Dungeons – Cursed Oasis
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  19. Hard Dungeons – Shifting Passages
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  20. Hard Dungeons – Ick Swamp
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Class + Race
    6. Strategy
    7. Quests
  21. Hard Dungeons – The Slime Pit
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  22. Hard Dungeons – Berserker Camp
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  23. Hard Dungeons – Halls of Steel
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  24. Hard Dungeons – Tower of Gaan-Telet
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  25. Vicious Dungeons – An Overview
  26. Vicious Dungeons – Dragon Isles
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  27. Vicious Dungeons – Demonic Library
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  28. Vicious Dungeons – Naga City
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  29. Vicious Dungeons – Vicious Steel
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  30. Vicious Dungeons – Namtar’s Lair
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
    7. Quests
  31. Vicious Dungeons – Vicious Gaan-Telet
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Recommended Classes + Races
    6. Strategy
  32. Vicious Dungeons – Vicious Gaan-Telet (part 2)
  33. Vicious Dungeons – Vicious Gaan-Telet (part 3)
    1. Quests
  34. Miscellaneous Quests
  35. Triple Quests – An Overview
  36. Triple Quests – The Spider Script (part 1)
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Strategy
  37. Triple Quests – The Spider Script (part 2)
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Strategy
  38. Triple Quests – The Spider Script (part 3)
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Strategy
  39. Triple Quests – The Monster Machine (part 1)
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Strategy
  40. Triple Quests – The Monster Machine (part 2)
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Strategy
  41. Triple Quests – The Monster Machine (part 3)
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Strategy
  42. Triple Quests – The Portal Perilous (part 1)
    1. Difficulty
    2. Enemies
    3. Boss
    4. Gimmicks
    5. Strategy
  43. Triple Quests – The Portal Perilous (part 2)
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Strategy
  44. Triple Quests – The Portal Perilous (part 3)
    1. Difficulty
    2. Enemies
    3. Bosses
    4. Gimmicks
    5. Strategy
  45. Appendix A – Kin
    1. Kin
  46. Appendix B – Standard Classes (part 1)
    1. Guild
    2. Mage Tower
    3. Thieves’ Den
  47. Appendix B – Standard Classes (part 2)
    1. Church
  48. Appendix B – Standard Classes (part 3)
    1. Explorer’s Guild
    2. Audit Zeppelin
  49. Appendix C – Monster Classes
    1. Alchemist
    2. Audit Zeppelin
    3. Goat Glade
  50. Appendix D – Badges and Dungeon Completion
  51. Appendix E – Preperations (part 1)
    1. Blacksmith
    2. Alchemist
    3. Explorer’s Guild
    4. Witch
  52. Appendix E – Preparations (part 2)
    1. Bazaar
    2. Thief Den
    3. Mage Tower
  53. Appendix E – Preparations (part 3)
    1. Church
  54. Appendix E – Preparations (part 4)
    1. Guild

Desktop Dungeons Rewind Dungeon and Quest Guide: This guide is aimed at all player levels and covers every dungeon in the game. For each dungeon, I will go over quests, strategies, enemies, bosses, unique mechanics, unlocks, etc.

Desktop Dungeons Rewind Dungeon and Quest Guide

A comprehensive guide to every dungeon in the game, going over each quest. Also covers all classes and preparations, in less detail.

This guide does not currently cover class challenges – there are some other great guides up on the class challenges for the 2D version of Desktop Dungeons if you are looking for those, and the class challenges have not been changed (outside of minor balancing to a few classes).

General Dungeon Information

Dungeon Layout

Almost all dungeons in the game contain the same number of enemies, shops, glyphs, etc. The standard dungeon layout, once you have fully upgraded your Bazaar and unlocked all gods, has:

  • 38 monsters – 10 level 1s, 5 level 2s, 4 each of level 3 4 and 5, 3 each of level 6 7 and 8, and 2 level 9s
  • 5 random glyphs, one of which is gauranteed to be BURNDAYRAZ
  • 8 random shops
  • 1 potion shop
  • 3 stat boosters of each type – attack, health, mana
  • 3 random altars
  • 10 gold piles, which each have on average 2 gold
  • 1 random subdungeon which is always accessible without breaking walls
  • At least 1 boss monster, which can generally be identified by the “floor gore” surrounding it

In addition to this, many dungeons have a second subdungeon which is hidden behind walls, requiring ENDISWAL, PISORF, or another way to break walls. These are drawn from a separate random pool of “secret” subdungeons and usually provide a lot of benefit.

Dungeon Difficulty

There are 4 different difficulty levels for dungeons. Dungeons have a hidden stat called a “difficulty modifier”, which multiplies the stats of the enemy inside. Easy dungeons have an 80% modifier, Normal dungeons have a 100% modifier, Hard dungeons usually have somewhere between a 100% and 140% modifier, and Vicious dungeons generally either have a 140% or 150% modifier.

I will always list the difficulty modifier of each dungeon, but keep in mind that this is not the whole story of how hard a dungeon is – dungeon difficulty is affected by lots of factors, like the pool of monsters, the boss(es), the layout, any special mechanics, etc.

Monsters

Each dungeon has it’s own monster pool, which for the most part does not change from run to run. However, there are a few “common” monsters in the game – these are the monsters found in “vanilla” dungeons, like Hobbler’s Hold, Den of Danger, and Venture Cave. Often a dungeon will include one or two random common enemies, which will change from run to run.

Additionally, all common enemies have an associated common boss. Many dungeons will use a random common boss.

I will put a glossary here of all common monsters and bosses. When I list the stats for a monster, I will write a percentage – the way that this works is that monster stats are drawn from a formula based on their level and then multiplied by the percentage and the dungeon’s difficulty modifier and rounded down. The exact formula can be found here[www.qcfdesign.com], if you want to take a look. The important bit about it is that monster stats grow faster than yours do – a level 1 monster is much weaker than a level 1 character, but a level 9 monster is considerably stronger than a level 9 character.

Common Monsters

Meat Man:
Attack: 65%
Health: 200%

Zombie:
Attack: 100%
Health: 150%
Undead (immune to poison)
Bloodless (immune to life steal, doesn’t leave a blood pool when it dies)

Goat:
Attack: 100%
Health: 90%
25% magic resist (takes reduced damage from fireballs)

Serpent:
Attack: 100%
Health: 100%
Poisonous (blocks health regeneration when it damages you, poison is cured when you level up or drink a health potion)

Warlock:
Attack: 135%
Health: 100%
Magical attack (physical resistance does not reduce their damage, but magical resistance does)

Goblin:
Attack: 120%
Health: 100%
First Strike (always damages you before you damage it, even if you are higher level or you have first strike)

Gorgon:
Attack: 100%
Health: 90%
First Strike (always damages you before you damage it, even if you are higher level or you have first strike)
50% deathgaze (kills you instantly if you have less than x% of your max health)

Golem:
Attack: 100%
Health: 100%
50% magic resist (takes reduced damage from fireballs)

Goo Blob:
Attack: 100%
Health: 100%
50% physical resist (takes reduced damage from melee)

Dragon Spawn:
Attack: 100%
Health: 125%
Magical attack (physical resistance does not reduce their damage, but magical resistance does)

Wraith:
Attack: 100%
Health: 75%
Undead (immune to poison)
Bloodless (immune to lifesteal, doesn’t leave a bloodpool when it dies)
Magical attack (physical resistance does not reduce their damage, but magical resistance does)
30% physical resist (takes reduced damage from melee)
Mana Burn (wipes your mana and prevents you from regenerating it. Cured on level up or when you drink a mana potion)

Bandit:
Attack: 70%
Health: 100%
Curse bearer (when you take damage from it or it is killed, you get 1 stack of curse. While you are cursed, all enemies pierce your resistances if you have any. You can remove 1 stack of curse by killing an enemy without curse bearer or by petrifying any enemy with IMAWAL.)

Common Bosses

Super Meat Man:
Attack: 48
Health: 954

Frank the Zombie:
Attack: 75
Health: 636
Undead
Bloodless

Bleaty:
Attack: 225
Health: 159
50% magic resist

Jormungandr:
Attack: 75
Health: 318
Poisonous

Aequitas:
Attack: 112
Health: 318
Magical Attack

Lord Gobb:
Attack: 90
Health: 318
20% resists (resists all types of damage)
First Strike

Medusa:
Attack: 75
Health: 190
Mana Burn
First Strike
100% deathgaze

The Iron Man:
Attack: 75
Health: 318
75% magical resist

Tower of Goo:
Attack: 75
Health: 318
75% physical resist

The Firstborn:
Attack: 75
Health: 477
Magical attack

The Tormented One:
Attack: 75
Health: 238
Undead
Bloodless
Magical attack
59% physical resist
Mana burn

Tomithy Longdall:
Attack: 52
Health: 238
Curse bearer
Mana burn
Poisonous

Easy Dungeons – Hobbler’s Hold

Difficulty

★ (Easy – 80%)

Enemies

All common enemies can appear.

Boss

Lord Gobb: (Level 8)
Attack: 49
Health: 176
First Strike
20% resists

Gimmicks

The only gimmicks here are that no enemies above level 7 will appear, and you can find a few items on the ground. Specifically, you can find a pendant of health (+10 hp), a fine sword (+4 base damage), and a pendant of mana (+2 max mana).

Any.

Strategy

Hobbler’s Hold is the game’s only easy dungeon, designed as an introduction. Once you have won in any other dungeon, you can no longer earn any gold here at all.

It’s a very vanilla dungeon that gives you a lot to work with. Any strategy can win here. If you are struggling, some basic tips for this game in general are to try to only fight higher level enemies, as they give you bonus XP. Try not to explore when you are already fully regenerated, as blackspace is a limited resource. Every time you level up, your health and mana are fully refilled. You can take advantage of this against the boss by using a “level up catapult” – get very close to levelling up and find a low level target you can easily kill to level up (you have first strike against lower level enemies, which should help). Use up your health and mana against the boss and then kill the low level target (called “popcorn”) to level up, and then continue fighting the boss with your refilled health and mana.

Quests

Hobbler’s Hold has no quests.

Normal Dungeons – Den of Danger

Difficulty

★★ (Normal – 100%)

Enemies

All common enemies can appear.

Boss

One random common boss.

Gimmicks

There are no gimmicks. This is one of the two completely “vanilla” normal dungeons, along with Venture Cave. Compared to venture cave, this dungeon has a more cramped layout with lots of narrow hallways, but the two are otherwise identical. This makes it the harder of the two, in my opinion.

Any.

Strategy

This dungeon requires no special strategy. The only thing to note is that because of the cramped layout with many inaccessible tiles, glyphs like ENDISWAL, PISORF, LEMMISI, WEYTWUT, WANAFYT, and BLUDTOPOWA are extra useful here.

Quests

Dangerous Investments: Defeat the Banker in the Den of Danger. (Rewards 100 gold, unlocks the elf race, once you defeat Venture Capital as well unlocks all four other normal dungeons)

This quest tasks you with defeating a special boss, the Banker. The Banker has 38 attack, 444 health, magical attack and 35% magical resistance. While doing this quest, the dungeon’s difficulty modifier is reduced to 80%.

This is a pretty easy intro quest, but the Banker has fairly high health so he can be intimidating at first. He has magical resistance, but BURNDAYRAZ can still be helpful against him for some extra damage. If you are struggling, try out the priest class against him – the high health and better potions will help you get in more attacks.

Beginner’s Brigade: Defeat the Den of Danger with every Tier 1 class. (Rewards 1000 gold)
★★
This requires you to win with a Fighter, Wizard, Thief, and Priest. There’s no special strategy here, it’s just about familiarizing yourself with the classes.

If you want tips on those classes, there is an overview in the appendix on classes. For a beginner, the fighter is probably the most straightforward.

Second Generation: Defeat the Den of Danger with every Tier 2 class. (Rewards 1000 gold and unlocks Doubledoom)
★★
Again, you just have to win with Berserker, Sorceror, Rogue, and Monk. It’s a great way to learn these classes!

Once again, the appendix has tips for all these classes. For a beginner, I recommend starting with Berserker or Sorceror!

The Realm’s Finest: Defeat the Den of Danger with every Tier 3 class. (Rewards 1000 gold and unlocks the Crystal Ball, an item which restores your mana at the cost of gold)
★★
The final class based quest for Den of Danger. You just have to win with all 3 tier 3 classes – the Warlord, the Bloodmage, the Assassin, and the Paladin.

Again, the appendix has tips on these three classes! The most straightforward here is probably Paladin – Paladins are great for learning about gods because of their immunity to punishment!

Confidence: Win without preps to earn Purist (Rewards 1000 gold and unlocks the Hero’s Helm, an item that provides a small boost to all stats)
★★
By now you should be quite familiar with this dungeon. Just bring your favorite class and nothing else!

Normal Dungeons – Venture Cave

Difficulty

★★ (Normal – 100%)

Enemies

All common enemies can appear.

Boss

One random common boss.

Gimmicks

There are no gimmicks. This is one of the two completely “vanilla” normal dungeons, along with Den of Danger. This dungeon has a very open layout which makes it the easier of the two, in my opinion.

Any.

Strategy

This dungeon requires no special strategy.

Quests

Venture Capital: Defeat the Banker in Venture Cave. (Rewards 100 gold and unlocks Dwarves. Beating the Banker in DoD as well will unlock the other four normal dungeons)

This time, the Banker swaps magic resistance for physical resistance. Like in the Den of Danger, the monster difficulty is 80% here during this quest.

Not much new to see here, but try out the Wizard if you are struggling!

What’s a Moneybin?: Win and kill all monsters level 8 and above to earn Unstoppable. (Rewards 500 gold and unlocks level 2 bank)
★★★
This mission is just a standard run where you have to kill all the high-level monsters. Killing both level 9’s and all three level 8’s can be a bit tough. If needed, you can always finish them off after the boss! However, if you find them early, it’s generally better to tackle them first so you can be at a high level for the boss. If you are struggling, remember that you can use the same tips that help with bosses for high level monsters, like setting up a level catapult.

To make it easier, you could use a Goblin Assassin – once you reach level 10, your Swift Hand ability will let you finish off any remaining monsters easily.

Normal Dungeons – Western Jungle

Difficulty

★★★★ (Normal – 100%)

Enemies

All common enemies can appear, but goats and golems will always appear.

Boss

Getanadafix:
Attack: 75
Health: 477
Blinks (teleports to a random space whenever damaged)
Magical Attack
Spawn Plants: 10 (Spawns 10 plants on random spaces whenever damaged, in this case it spawns the mana burn plants)

Gimmicks

This dungeon is surrounded by rivers, making it 30% smaller. These tiles can only be explored with LEMMISI or BLUDTOPOWA. The layout here is fairly dense and labyrinthine.

Any, but magical classes will struggle against the boss unless they have mana burn immunity.

Strategy

This is one of the hardest of the normal dungeons. The smaller map means you will need to be conservative with exploration, and the dense walls mean finding something like ENDISWAL will be really helpful.

For the boss, you cannot rely on a casting heavy approach unless you have a way around mana burn, as every time you hit the boss he will teleport away and cover the map in mana burn plants. Unless you are using a very regen heavy character, you should explore nearly the whole map if possible before fighting the boss so he doesn’t blink deep into your blackspace.

If you use a level up catapult on Getanadafix, it can help to clear out all the mana burn plants first – that should make him easier to hit with your refilled mana bar without losing mana to a plant.

Quests

Jungle Beat: Win with Fighter and Berserker. (Rewards 250 gold and unlocks Havendale Bridge)
★★★★
This quest doesn’t really require anything special with you – the general strategy tips will help here. Berserker will have an easy time with this dungeon since Getanadafix deals magic damage and Berserker doesn’t care much about mana burn. Fighter is a bit tougher but just try to focus on your melee damage. A human or orc fighter has a strong shot at the boss.

Complicated Tasks, Part 2: Win without casting any glyphs to earn Warmonger. (Expands potion shops to sell burn salves)
★★★★
This is fairly easy with an Orc Berserker, especially if you find Taurog. Just convert all glyphs on sight and crush the boss with your massive damage and magic resist.

Normal Dungeons – Northern Desert

Difficulty

★★★★ (Normal – 100%)

Enemies

All common enemies can appear, but wraiths and goo blobs will always appear.

Desert Troll:
Attack: 85%
Health: 140%
Cowardly (runs away after you damage it)
Fast regen (regenerates 2 health per level per tile instead of 1, making it tough to regen fight)

Bosses

Aequitas and Tower of Goo are both guaranteed to appear, however Aequitas has only 75 attack and 159 health, instead of 112 and 318.

Gimmicks

This dungeon is very open but partially flooded. When you kill a monster, all nearby water dries up, letting you pass.

Any, but physical classes will have a tougher time with the bosses, which either have low health (ideal for bursting down with spells) or high physical resists.

Strategy

This dungeon is the scariest normal one for new players as it is the only normal dungeon with two bosses, however once you get used to it it’s not too bad.

Aequitas here has much lower stats than usual, so usually you will want to kill him first. He only has 159 health, making him pretty easy to burst down with spells. Having two bosses may seem intimidating, but it has some upsides, especially here where one of the bosses is quite weak. It means more XP to go around and 25 extra gold to spend on shops.

Quests

Desert Rose: Win with a Wizard and a Sorceror. (Rewards 250 gold and unlocks the rock garden)
★★★★
These classes are both well suited to this dungeon. You can pretty easily kill Aequitas at level 7 or 8 with a level catapult without using any potions with BURNDAYRAZ. After that, you can feel free to use your potions on the Tower of Goo.

Complicated Tasks, part 3: Win with your first kill being a higher level than you, earning Cheeky. (Unlocks the level 2 witch)
★★★★
Cheeky is the easiest badge in the game to get, you should always start by killing a level 2 monster anyways when possible. This is very easy with any magical class.

Normal Dungeons – Southern Swamp

Difficulty

★★★ (Normal – 100%)

Enemies

All common enemies can appear, but Serpents are guaranteed to appear.

Naga:
Attack: 100%
Health: 85%
Weakening Blow (attacks inflict one stack of weakening, which PERMANENTLY lowers your base damage by 1 per stack and is very difficult to remove)

Boss

Jormungandr, who is a common boss.

Gimmicks

The map has a lot of mana burn plants already on it.

Any, but regen classes might struggle with the amount of poison and weakening.

Strategy

This dungeon is a great introduction to the South, as it is full of debuffs like poison, mana burn, and weakening. As always, it’s fine to incur mana burn and poison before levelling up as they will be cured on level up. However, weakening is much harder to get rid of and you should try to avoid it when possible, especially if you are a low level. Fortunately, only the naga here cause weakening, and there aren’t very many of them, so you can mostly avoid them until you can kill them without letting them hit you.

The boss, Jormungandr, is nothing special. He has poison, meaning you can’t regen fight him, but otherwise he is a completely standard boss.

Quests

Swamp Romp: Win with a Thief and a Rogue. (Rewards 250 gold and unlocks Hexx Ruins)
★★★
This is a pretty simple quest as both these classes are well suited to this dungeon.

Rogue especially has a very easy time here, as the high damage and first strike lets you kill serpents and naga without getting debuffed. Thief probably wants to avoid them, but having extra potions and damage helps.

Normal Dungeons – Eastern Tundra

Difficulty

★★★ (Normal – 100%)

Enemies

All common enemies can appear, meat men and golems are guaranteed.

Vampire:
Attack: 100%
Health: 100%
Undead
40% lifesteal (when you reveal this monster, it drains 40% of your health and overheals for that amount)

Boss

Count Blahblah:
Attack: 75
Health: 397
Undead
Retaliate: Fireball (when you cast BURNDAYRAZ on this monster it retaliates for half it’s damage)
30% lifesteal

Gimmicks

:
No gimmicks here.

:
Any, but priest is the obvious choice. Casters can totally work but ideally they will want a spell that isn’t BURNDAYRAZ for Blahblah.

Strategy

This dungeon serves as an introduction to the East, full of undead and bitter cold. It’s a fairly balanced dungeon that doesn’t have many weird mechanics going on. The only things to note here is that there are a fair number of vampires, which will steal your life as you explore, making regen fighting difficulty. Try not to wander around while at full health when possible!

Additionally, Count Blahblah has retaliate: fireball, so BURNDAYRAZ is not an ideal spell against him. If you are going to use spells on him, try to find PISORF or HALPMEH, or even BYSSEPS.

Quests

Deep Freeze: Win with Priest and Monk. (Rewards 250 gold and unlocks Creeplight Ruins)
★★★★
Priest is a GREAT class here. Vampires are very easy to kill for a Priest, and the boss is a total pushover thanks to Good Golly. The priest run requires no special strategy.

The monk run is a good deal harder, but not too bad. On the plus side, there is very few magical damage here, so most enemies are susceptible to your resistances. Unfortunately, the amount of lifesteal can make it harder to regen fight. I recommend an Orc Monk if you have it unlocked to help mitigate the poor base damage. If not, a Human Monk works OK but will not have as much damage as an Orc Monk.

A great god for the monk here (especially if you aren’t an orc) is Taurog. Convert most spells, maybe holding on to one offensive spell like HALPMEH or PISORF or BURNDAYRAZ for occasional use. Grab his equipment, which will help mitigate your poor damage and further boost your resistance. Start fighting the boss when you are around level 7 – Blahblah has average damage, so you should be able to regen fight it pretty well at that point, especially if you can setup a catapult to level 8.

Complicated Tasks, part 1: Win and earn Hoarder (no conversion). (Unlocks the fortitude tonic in potion shops)
★★★★
This is not very bad. Hoarder is one of the tougher badges, but this dungeon shouldn’t be too hard by this point. If you are struggling, playing as a Priest is fantastic here.

Hard Dungeons – Grimm’s Grotto

Difficulty

★★★★★★★ (Hard – 140%)

Enemies

All common enemies appear here.

Bosses

One random common boss.

Gimmick

This dungeon is a remixed version of the Den of Danger, with much tougher monsters. The only really unique thing here is the monster placement – this dungeon is a throwback to the alpha version of Desktop Dungeons[www.desktopdungeons.net] (see the bottom of the page), and instead of the algorithm used by the rest of the game that places low level monsters near you, monsters are place completely randomly. This makes the early game a lot harder here, and it’s also the only dungeon where you can regularly get trapped in by high level monsters.

It also uses the same cramped layout as Den of Danger and the Desktop Dungeons alpha.

Any.

Strategy

This is one of the two “vanilla” hard dungeons, along with Doubledoom. Where doubledoom has two bosses, this dungeon has a very high difficulty modifier (as high as some vicious dungeons!) and an unforgiving layout. I think this dungeon is harder, but due to only having one standard boss it is not too bad if you make sure to prepare lots of spiking resources for the boss.

It’s VERY easy to get trapped early on here, so anything you can do the help the early game is a good idea. Fireball magnet is a great prep, and finding ENDISWAL can really help. Try to figure out what boss you have ASAP so you can plan for it!

If you’re really tired of getting trapped, preparing a Titan Guitar will destroy every wall in the dungeon. You can find this in a Western subdungeon and locker it. Alternatively, you can bring a Mass09 ledger from an Eastern subdungeon, which can be used for 1 gold to shuffle all enemies around the dungeon.

Quests

Halflings, Ho!: Win with a Halfling Wizard, Halfling Sorceror, and Halfling Bloodmage. (Unlocks the Tempering Pendant, a small item that gives you a layer of stone skin when you cast BURNDAYRAZ. Great for hybrid characters!)
★★★★★★★★
This is a very tough quest for how early it unlocks!
Obviously, halfling is not a very good race for these classes. However, it isn’t terrible – they can all still get a fair amount of use out of health potions, and spiking races are good here.

General strats for this dungeon and these classes apply. There’s no special tips here, just make sure you’re experienced with both this dungeon and these classes.

Hard Dungeons – Doubledoom

Difficulty

★★★★★ (Hard – 110%)

Enemies

All common enemies appear here.

Bosses

Two random common bosses.

Gimmick

No gimmicks.

Any.

Strategy

This is one of the two “vanilla” hard dungeons, along with Grimm’s Grotto. I think it is the easier of the two. It trades the grotto’s high difficulty modifier for two bosses, so it looks pretty scary to new players who aren’t used to two full strength bosses.

A key ability this dungeon can teach you is boss priority. You’re probably in trouble if you save both bosses for the end, when you are completely out of blackspace. It helps a lot to decide which boss is the easier of the two for your build and kill that one first, and then use your remaining blackspace to set up for the second boss. Ideally, you would reach the end of level 7ish, use a level up catapult to kill the first boss, and then use your remaining blackspace to fully heal and set up another catapult for the second boss. Obviously it won’t always work out that way, but you should at least save enough blackspace to fully regenerate between bosses. It’s a delicate balance act between trying to save enough blackspace to recover between bosses, but trying not to burn all your potions on the first boss, and you’ll only be able to get used to it with practice.

Quests

Double Take: Defeat Doubledoom with every Tier 3 class. (Unlocks the Piercing Wand, an item which lets you erode enemy resistances)
★★★★★
Nothing special here, you just have to beat Doubledoom with the tier 3 classes. Any class works totally fine here, so this is all about just building up your skills with the game.

Hard Dungeons – Havendale Bridge

Difficulty

★★★★★★ (Hard – 105%)

Enemies

Goats, goblins, bandits, and one other common enemy.

Rusalka:
Attack: 100%
Health: 100%
Corrosive (inflicts 1 stack of corrosion when it hits you, permanently increasing all damage you take by 1 – the stacks are hard to get rid of. Also leaves a corrosive pool instead of a blood pool)

Tokoloshe:
Attack: 100%
Health: 100%
50% physical resist
Cowardly
Trophy: Tokoloshe charm (small item that grants +5% magic resist)

Druid:
Attack: 80%
Health: 80%
Death protection
Magical attack

Bosses

One random common boss

Bridge Troll: (Optional level 5 miniboss, but guards the bridge. Can be bypassed by spending 20 gold or with magic)
Attack: 19
Health: 70
Fast regen
Berserks at 50%
50% resists
Trophy: Sensation stone (lockerable item that can be converted for 150 CP)

Zin Kibaru:
Attack: 78
Health: 415
Magical attack
25% magic resist
Undead
Bloodless

Gimmicks

The dungeon is divided in half by a river, guarded by the Bridge Troll. You can skip the bridge troll by paying it 20 gold.

Any can work, but Berserker will utterly trivialize Zin Kibaru, Bloodmage has an easier start than most, and Monk scales well due to the charms.

Strategy

This dungeon has a forgiving difficulty modifier, but the divided map can make the early game a bit tough. For new players, you might want to consider just paying the Troll Toll of 20 gold to get past him.

If you are having a strong early game, it is definitely worth fighting the troll – he gives you 5 XP and an extra 150 CP, plus you won’t have to spend 20 gold.

Alternatively, if you find WEYTWUT or PISORF, you can use that to bypass him without spending gold and save him for later, when you are a higher level! This is basically always the ideal approach if you can do it.

The monster set here is pretty varied. Rusalkas are tough for non-casters, as you don’t want to get corroded. Tokoloshe’s are tough but drop a charm that boosts your magic resist. Druids are very weak and super easy to kill, especially if you have some tokoloshe charms. Look for high level druids!

Zin Kibaru is usually quite easy because of the charms, so usually you want to go after him first.

Quests

Troll Toll: Defeat Havendale Bridge. (Unlocks the Labyrinth and Magma Mines)
★★★★★★
All you have to do for this quest is win. Just follow the general strategy tips! Probably the most straightforward build here is an Orc Berserker.

Unlikely Heroes: Forest Edition Win with a Halfling Wizard, Halfling Monk, and Halfling Rogue. (Rewards 500 gold)
★★★★★★★
This is part of the Unlikely Heroes quest line, which forces you to use suboptimal race+class combos.

Fortunately, none of these combos are horrible – they just aren’t very good. You don’t really need any special strats for these runs. The wizard especially shouldn’t be tough. The monk run is harder, but monk is a good class here – just look for some damage bonuses and prep a base damage item if you can. The rogue combo is a little unfortunate because rogue isn’t the best class here, but if you just focus on getting your health up with items or gods like Jehora Jeheyu, you shouldn’t have much of an issue!o fight anyone else after him.

Hard Dungeons – Rock Garden

Difficulty

★★★★★ (Hard – 100%)

Enemies

Dragonspawn, golems, wraiths, goo blobs, and 1 other random common monster.

Rock Troll:
Attack: 100%
Health: 100%
50% knockback
Cowardly
Fast regen

Bosses

One random common boss.

Earth Guardian:
Attack: 75
Health: 238
Magical attack
75% magic resist

Stone Guardian:
Attack: 75
Health: 238
75% physical resist

Gimmicks

The enemy generation here is different than usual – there are less enemies, but every time you level up two more golems of your level appear from the walls. There are also some random plants around, which occasionally drop spoons.

Any, but hybrid classes (like thief, fighter, sorceror, tinker, etc.) are probably the best here.

Strategy

This dungeon looks intimidating due to having 3 bosses, but it’s not so scary! The two guardian bosses are significantly weaker than a standard boss, so they are an easy source of XP and money. The dungeon also has a very forgiving difficulty modifier of 100%. As long as you are capable of doing a good amount of both physical and magical damage, you should have no issues.

Binlor is a great god here because the golem spawns give piety – this fully cancels out his piety toll!

Quests

Hard Rock: Defeat the Rock Garden. (Unlocks Cursed Oasis and Shifting Passages)
★★★★★
Nothing special here, just beat the dungeon. Try out a halfling thief if you are struggling!

Complicated Tasks, Part 4: Defeat the Rock Garden and earn Ding! Max (reach level 10). (Adds the Strength potion to potion shops)
★★★★★★
This is pretty simple – a Fighter or any goblin will help. Try to fight the guardians early on for the bonus XP!

Unlikely Heroes: Defeat the Rock Garden with a Dwarf Fighter, Dwarf Monk, and Dwarf Assassin (Rewards 500 gold)
★★★★★★★★
Another quest that forces you to use some unusual combos.

The dwarf fighter run is pretty easy – fighter’s hybrid power works well here, and Dwarf is a totally fine race for fighter.

The dwarf assassin run is fine but not as simple. Dwarf isn’t a very good race for assassin, and assassin is a mediocre class here. Both guardians are pretty much immune to the usual poison regen fight strategy of assassins – the stone guardian doesn’t take much physical damage and the earth guardian is nigh immune to poison. You’ll need to pivot to using BURNDAYRAZ for the stone guardian and physical attacks without poison for the Earth guardian.

The dwarf monk run is the toughest. Dwarf is a pretty bad race for monk that leaves you with terrible damage, and both guardians are tough to fight. Picking up BURNDAYRAZ and some mana potions should be enough to kill the Stone guardian, but the Earth guardian will take a lot more work.

A god like Taurog is very helpful here for boosting your terrible damage, and any preps that boost damage are great too.

Hard Dungeons – Hexx Ruins

Difficulty

★★★★★ (Hard – 100%)

Enemies

Serpents, Golems, Goo Blobs, Gorgons, Goblins, Meat men, and 1 other random common enemy.

Naga:
Attack: 100%
Health: 85%
Weakening Blow

Revenant: (Spawned on each enemy death)
Attack: 80%
Health: 80%
Poisonous
No XP
Bloodless
Special: Chases you after every kill

Bosses

One random common boss

Stheno:
Attack: 75
Health: 238
Magical attack
50% deathgaze
Special: When attacked, removes all remaining enemies (including revenants) and gains 4% resists for each enemy removed this way.

Gimmicks

:Every enemy spawns a revenant when killed. These are quite problematic, because they chase you around and can poison you, and if you don’t kill them before fighting Stheno they will power her up.

Human/Orc paladin, Orc Crusader, Orc/Dwarf Rogue

Strategy

:This is a really intimidating dungeon at first, with the swarms of poisonous enemies which chase you around and a boss that can easily get massive resistances if you don’t know how to handle her.

You’ll want a plan for how to deal with the Revenants. They are fairly weak, so lower level ones can just be one shotted. However, since you mostly want to fight higher level enemies, you will end up having to deal with a lot of higher level revenants. The worst case scenario is you will have to ignore them until you are near a level up, and then you can finish them off and level to clear the poison. Alternatively, if you need to fight them earlier, you can use spells to kill them without getting poisoned. The best way to deal with them is poison immunity – either buy or prep a Viper ward, or play a Paladin/Vampire/Crusader for guaranteed immunity. HALPMEH is a GREAT find here.

Take on Stheno second, after killing as many enemies as possible – there’s not much point leaving blackspace for her unless it is scouted and doesn’t have an enemy. She isn’t very hard if you can keep her resistances low.

Quests

:
Stone Cold Crazy: Beat the dungeon. (Unlocks Slime Pit and adds a subdungeon to the rotation which unlocks Ick Swamp)
★★★★★
Just follow the general tips. The easiest class here is probably a Human Paladin.

Someone Say Loot?: Buy every item here. (Translocation Scroll doesn’t count) (Unlocks Bazaar level 3)
★★★
You don’t actually need to win, you can retreat after. Just play as a Tinker and prep Black Market and a transmutation scroll – remember not to use your translocation scroll to steal an item though! Alternatively, do a normal run here and use the extra 25 gold from one of the bosses to help you afford everything.

Unlikely Heroes: Swamp Edition: Win with a Gnome Priest, Gnome Wizard, and Gnome Berserker. (Rewards 500 gold)
★★★★★★
Another part of the Unlikely Heroes quest line. The easiest one here is the Gnome Wizard (which I wouldn’t really call an unlikely hero). Wizards are pretty good at dealing with revenants so this requires no special effort.

After that, gnome priest isn’t too bad, you just need to find a way to deal with revenants – HALPMEH is great and so is viper ward, but you can use spells in a pinch.

Gnome berserker is the hardest one here – gnome is obviously a pretty bad race for berserker and since this dungeon is devoid of magical damage and wants spells for the revenants berserker is not a very good class here. Finding a way to deal with the revenants if very important – consider prepping a viper ward, or prepping quest items to try to find one.

Hard Dungeons – Creeplight Ruins

Difficulty

★★★★★★ (Hard – 110%)

Enemies

Zombies, serpents, golems and 1 other random common enemy.

Cultist:
Attack: 80%
Health: 80%
Cowardly
Revives (as a 1 level lower zombie, without granting any XP)

Shade: (Replaces all cultists after you kill the sacrificial goat)
Attack: 100%
Health: 75%
30% physical resist
Undead
40% lifesteal
Blinks

Bosses

Anoobis (Cultist form):
Attack: 102
Health: 174
Magical Attack
Revives (as Zombie form, without granting XP)

Anoobis (Zombie form):
Attack: 82
Health: 217
Undead
Bloodless
50% magic resist
Revives (as Wraith form, without granting XP)

Anoobis (Wraith form):
Attack: 82
Health: 217
Undead
Bloodless
Mana burn
60% physical resist

Gimmicks

There is an extra subdungeon here with a level 1 goat – when you kill it, all cultists are replaced with shades.

Halfling/Orc Priest, Elf/Gnome Sorceror, anything else

Strategy

The cultist enemies here are weak but since they revive as one level lower zombies, it is very rarely worth going after higher level cultists. Ideally you save them for once you have explored most of the dungeon, and then you can kill the sacrificial goat to replace them with shades, which grant full XP and do not revive. You don’t want to do this early though, as shades are awful during the exploration phase.

The boss is very tough if you treat it as one continuous boss and try to burst it down – you should treat it as 3 separate bosses that have to be killed in a certain order. Each form is actually a bit weaker than your standard boss, but you will need a hybrid approach as the forms have different strengths and weaknesses.

If you are struggling, try out priest, who gets bonus damage on a ton of enemies here.

Quests

Cult of Personality: Defeat Creeplight Ruins. (Unlocks Halls of Steel and Berserker Camp)
★★★★★★
Nothing special here, just win. The easiest class for this is a priest.

Unlikely Heroes: Tundra Edition: Win with a Goblin Thief, Goblin Warlord, and Goblin Bloodmage. (Rewards 500 gold)
★★★★★★★
None of these are typical combinations, but none of them are bad either. Thief is probably the easiest one here as it leans itself well to a hybrid approach. Warlord works well too – take a Mystera approach and you will have a strong CYDSTEPP approach for forms 1 and 2 and a BURNDAYRAZ approach for form 3.

The hardest run here is bloodmage, but it’s not too bad. You already have a caster approach for forms 1 and 3 covered, and if you are conservative with bloodpools you have a good health spike for form 2.

Hard Dungeons – Magma Mines

Difficulty

★★★★★★★ (Hard – 130%)

Enemies

Goblins, Goo Blobs, and Wraiths always appear, as well as one other random common enemy.

Minotaur:
Attack: 100%
Health: 100%
50% knockback
Berserks at 50%

Cave Snake:
Attack: 70%
Health: 160%
Poisonous
Spawns (Spawns a ??? next to it when damaged)

???: (Spawned by Cave Snakes)
Attack: 50%
Health: 50%
First Strike
No XP
Bloodless

Bosses

Hurr: (When killed sets Durr’s current HP to 1/206 and removes physical immune from Herp)
Attack: 97
Health: 206
Physical Immune
Magical Attack

Durr: (When killed sets Hurr’s current HP to 1/206 and removes magical immune from Herp)
Attack: 97
Health: 206
Magical Immune

Herp the Foreman:
Attack: 97
Health: 515
Magical immune (removed when Hurr dies)
Physical immune (removed when Durr dies)
Corrosive

Gimmicks

:Nothing, besides the boss setup.

This dungeon is easiest with a caster setup, so Elf/Gnome/Orc Wizard, Elf/Gnome Sorceror, Elf/Gnome/Dwarf Bloodmage, Elf/Gnome Transmuter are all great.

Strategy

Herp is totally immune until you kill either Hurr or Durr, and since they both remove the opposite Immunity and set eachothers HP to 1 you probably want to kill both of them first.

The best approach here is a BURNDAYRAZ focused approach, ideally with Mystera Annur or the Earthmother. Goblins, Minotaurs and Goo Blobs are all easy prey with this approach. Wraiths are easy but killing too many will cost you with Mystera. For the bosses, wait till you have both Hurr and Durr revealed and have at least 98 HP, so you can take one hit from them. Then, kill Hurr only with fireballs without taking any damage (ideally you can use a level up catapult to help), and then go finish off Durr while he is at 1 HP. Hurr has low HP so you can do this as soon as you have 98+ HP. Herp should be fairly easy to kill with whatever resources you have left at the end of the map.

BLUDTOPOWA can be nice to help you kill Hurr – remember you will want some healh or first strike for Durr though!

Quests

Minecraft: Win with four classes. (Unlocks the Battlemage ring, a powerful item for casters that boosts your fireball damage)
★★★★★★★
This isn’t a complicated quests, it just requires practice on this dungeon. I recommend using the 3 mage tower classes. After that, you’ll have to complete another quest here with a priest anyways, so that will earn you this quest.

Complicated Tasks, part 6: Win with a Priest and earn Parched (no drinking potions). (Lets you level up the Witch to her final level, offering all potions)
★★★★★★★★
This sounds worse than it is. You just have to change up your usual priest playstyle and play to this dungeons weaknesses instead. I recommend using an Elf Priest with fireball magnet, schadenfreude, a crystal ball or Avatar’s Codex if you have it, and Mystera annur (don’t prep her ideally because of her penalty – if you can’t find her, Earthmother is good too). Just take the same caster approach you took with the magical classes, and remember not to drink any health or mana potions (you can convert them all for an extra 1 max mana).

A regular melee focused priest (orc or human) approach can definitely work, but you may need to target Durr first. JJ is a great god for this approach, since you won’t need your potions anyways, and if you find Dracul he is a huge help as a late game convert.

Hard Dungeons – The Labyrinth

Difficulty

★★★★★★★★★★ (Hard – 130%)

Enemies

Goblins, gorgons, dragonspawns, zombies, and 1 other random common enemy.

Bosses

One random common boss.

Rex:
Attack: 82
Health: 412
100% Knockback
Berserks at 95%
Special: After revealed or after you have killed 10 enemies, Rex will start teleporting next to you after every kill.

Gimmicks

The only gimmicks here are the most dense layout of any dungeon and Rex’s chase mechanic. These combined make it extremely easy to get trapped here, and finding something like ENDISWAL is basically necessary.

Strategy

I consider this the hardest Hard dungeon in the game. Many of my runs here as a new player ended with me getting trapped between Rex and an insurmountable high level monster.

Finding anyway around walls or enemies is really helpful here – ENDISWAL, PISORF, even WEYTWUT or a carefully used WONAFYT (stand between corners!).

As for the boss situation – Rex is pretty tough for a physical build (but CYDSTEPP or first strike are a huge help!), and about average for a magical build. A good class to try out here first is Warlord, as you will need to win with a Warlord anyways.

If you have TItan Guitar (a subdungeon item from the West), it’s a crazy strong prep here. Mass09’s ledger from the East is solid too.

Quests

Muu…: Win with a Fighter, Berserker, and Warlord. (Rewards 500 gold and unlocks Dragon Isles)
★★★★★★★★★★
★★
This is a pretty tough quest. The only class here that is well suited to this dungeon is the Warlord, and the Berserker in particular will really struggle.

Titan guitar really helps if you have it (it’s a subdungeon item from the West). Other than that, bear mace can help with walls and crystal ball is always good if you aren’t berserker.

For the fighter, I recommnd a caster focused approach with elf, gnome or orc. Orc is good if you want to use PISORF a lot, but personally I prepped a titan guitar and went with BURNDAYRAZ (with a gnome fighter) instead since the labyrinthine layout can actually make it hard to effectively use PISORF. Mystera Annur will be really helpful for this. The easiest enemies will be goblins and gorgons, and Rex will usually be easier than the random boss but you might get an easy one (like Medusa or Tomithy).

Warlord is the only one of these classes that is actually fairly well suited to this dungeon, so if you can do the other two this one should be easy. You can use your death protection to pick on goblins and gorgons – once again I prepped a titan guitar which I really recommend if possible because it is hard to find spare mana for breaking walls. Rex is not too hard since you don’t care much about his high damage. Hopefully the random boss is not super meat man, frank, or the tormented one – otherwise it shouldn’t be too bad. Mystera Annur can be a pretty helpful god here – she offers mana refills, more max mana, and a cheaper CYDSTEPP.

The hardest one here is the berserker. This dungeon has few magical monsters and a lot of high damage ones, and the spell penalty makes it harder to avoid getting trapped. Rex is also quite difficult for a berserker. If you can prep a titan guitar, it really really helps with berserker. Otherwise, try to find an ENDISWAL glyph and hope you don’t have to use it much. Taurog is a solid pick for the berserker, as always, and Binlor is quite helpful too. Your easiest targets will be dragon spawn – hope you get a magical attack random enemy / boss!

Hard Dungeons – Cursed Oasis

Difficulty

★★★★★★★ (Hard – 115%)

Enemies

Bandits and Dragonspawn always appear.

Animated Armour:
Attack: 165%
Health: 55%
Death protection – 1 layer per level

Thrall:
Attack: 100%
Health: 110%
Undead
Bloodless
Mana Burn
Poisonous

Shade: (These can only be fought in the Cursed Realm)
Attack: 100%
Health: 75%
30% physical resist
Undead
40% lifesteal
Blinks

Bosses

Cursed Dragon:
Attack: 86
Health: 546
Magical attack
Retaliate: Fireball
Curse bearer

Curse Shade: (Optional)
Attack: 60
Health: 159
Undead
40% lifesteal
Blinks
60% resists
Trophy: Dragon Soul* (Small item which grants a 15% chance of free casts, picking this up from the Curse Shade will take you out of the Cursed Realm, uncurse all monsters, and prevent you from reentering the Cursed Realm)

Gimmicks

Every time you gain a level in this dungeon, you get 1 curse. This bypasses curse immunity.

While cursed, you enter the cursed realm. This is the same as the main dungeon except that all of the items on the floor (shops, gold, glyphs, altars that you aren’t actively worshipping, etc.) are gone, there are a lot of cursed plants around, and you can see the shades. Becoming uncursed will let you exit the cursed realm.

The shades cannot be fought or seen while you are not cursed, but they can still steal your health.

The Cursed Dragon boss can only be fought while not in the cursed realm, and the Curse Shade boss can only be fought while in the cursed realm.

Any can work, but regen fighters struggle to avoid curse stacks and also are less effective due to the shades. Crusader is an obvious and very powerful choice, since enemies can’t curse you.

Obviously, monk is a poor choice here due to the dependence on resistances and regen fighting. Berserker can struggle too without it’s 50% magic resistance, and curse isn’t great for Paladin either. You’ll want to find ways to mitigate curse with those classes.

Strategy

This is an interesting dungeon that centers around the curse mechanic. You will have to try to avoid being cursed if you don’t want to get stuck in the cursed realm, where there are less resources and more obstacles.

A brief overview of how curse works – whenever you either take damage from a Curse Bearer enemy or kill a Curse Bearer enemy, you get 1 stack of curse. This means letting a curse bearer enemy hit you as you finish it off will immediately give you 2.

While you are cursed, all enemies pierce your resistances – this included physical, magical, and damage reduction. Curse is not removed on level up, but there are a few ways to get rid of curse stacks.

  • Kill an XP valuable enemy without curse bearer to remove 1 stack
  • Petrify an XP valuable enemy with IMAWAL to remove 1 stack (the enemy can have curse bearer)
  • Use the Earthmother’s greenblood boon to remove 1 curse stack
  • Use the Glowing Guardian’s enlightenment boon to remove up to 99 curse stacks

In this dungeon, you also get 1 curse when you level up.

There are two approaches here – try your best to manage curse and stay out of the cursed realm so you don’t have to kill the curse shade, or give up on managing curse and plan to kill both the curse shade and the cursed dragon.

I usually go with the first, but the second strategy can definitely work too. The curse shade is a bit tougher than your standard common boss, but not much. It has high resistances but low attack and HP.

The hardest part of the first strategy is the fight against the Cursed Dragon. This boss has fairly high HP and will curse you every time you attack it, even if you use fireballs. You’ll need to save a lot of low level popcorn you can kill between attacks to remove the curse.

If you want to avoid curse, an EXCELLENT god here is the Earthmother. She provides IMAWAL, which gives you another way to remove curse stacks. It also gives you a way to level while avoiding cursed enemies – you can petrify the bandits for bonus XP and piety, and then use EM’s vine form to get strong enough to fight higher level non-cursed enemies and cash in on the bonus XP. Additionally, you can save up piety with her before the Cursed Dragon fight and use greenblood to remove curse if you run out of popcorn to kill. Alternatively, if you want to use a caster approach, you can use entanglement to slow the Dragon between attacks and prevent it from retaliating to your fireballs.

Remember that no matter how you kill the Dragon, it will give you 1 stack of curse when it dies (+1 more if you level up)! The trophy it drops is not in the Cursed Realm, so you will need to remove this curse (or kill the cursed shade) to win.

Quests

Bonus Bravery: Oasis: Win with a Dwarf Tinker, Dwarf Transmuter, and Dwarf Crusader (rewards 500 gold and adds the Dragon Soul item that the shade boss drops to stores)
★★★★★★★★
This quest requires you to win with the 3 special classes, playing as a dwarf. These classes have more obscure unlocks than the mainline ones, so you might not be as experienced with them.

The easiest run here is the Dwarf Crusader. Crusaders are immune to being cursed by enemies, so the only curse stacks you get are from levelling up. My only tip here is try to kill shades after levelling up, as otherwise you won’t be able to fight them at all and you will miss out on the XP they offer.

Next up is the Dwarf Tinker. Tinker is a very versatile class with no special strengths or weaknesses here, so just follow the general strategy tips.

The hardest run here for me was Dwarf Transmuter, but I’ve never been very good with the Transmuter class. This is also a versatile class with little special interactions with the dungeon. The one nice thing about this run is you can use spirit sword for extra damage on the boss, meaning it won’t take as many hits to kill, so you won’t have to clear as many curse stacks.

Enjoy the Dragon Soul! It’s a nice purchase for casters – a small item with a solid benefit.

Hard Dungeons – Shifting Passages

Difficulty

★★★★★★★★★ (Hard – 130%)

Enemies

Wraiths and Dragonspawn always appear. 1 other random common enemy appears.

Minotaur
Attack: 100%
Health: 100%
50% knockback
Berserks at 50%

Djinn
Attack: 100%
Health: 110%
Magical attack
Retaliate: Fireball

Changeling
Attack: 100%
Health: 100%
Special: Gains abilities based on your class, but only for the basic classes. The abilities are:

  • Fighter: Death protection
  • Berserker: +35% attack
  • Warlord: Death protection, 1 layer per level
  • Priest: +30% hp
  • Monk: Fast regen
  • Paladin: 50% physical resist
  • Thief: +20% hp
  • Rogue: First Strike
  • Assassin: Poisonous
  • Wizard: Magical attack
  • Sorceror: Retaliate Fireball
  • Bloodmage: Bloodless

Bosses

1 random common boss.

Evolvia:
Attack: 97
Health: 412
Blinks
First Strike
Random abilities which switch every time it takes damage, from this list:

  • Retaliate Fireball
  • 80% physical resist
  • 100% deathgaze
  • Undead
  • Poisonous

Gimmicks

Initially, the dungeon is fairly open with isolated walls. As you kill monsters, the walls near you are joined to form a labyrinth. This can cut you off from previous areas if you aren’t careful!

Ideally you want a hybrid build for Evolvia, because it can switch between anti-magic abilities and anti-physical abilities. Any class can work, but some classes make the changelings quite tough – for example, with Warlord every changeling gets a ton of death protection.

Strategy

This is a deceptively hard dungeon where it is VERY easy to get trapped. It also has a fairly high difficulty modifier, and two full strength bosses.

There is a trick here that is really helpful. Normally, when you kill an enemy, nearby walls will reform. However, if you stand where the wall are going to form (on the crumbling spots), you can block the formation of walls. This is really helpful for keeping the dungeon open.

Even with that though, it can still be hard to get around here at higher levels. ENDISWAL and PISROF are super useful glyphs here for clearing a path, as is WEYTWUT.

For the bosses, you probably want to approach the random boss first, due to Evolvia’s blink. For Evolvia, you will want to keep BURNDAYRAZ handy – if Evolvia rolls 80% physical resist or deathgaze, you should use a fireball on it to reroll it’s abilities. Watch out for retaliate: fireball! It can catch you by surprising and cause a frustrating death.

Quests

Automagic Teleport Machine: Win and earn Unstoppable (kill all high level monsters). (Rewards 800 gold and bank level 3)
★★★★★★★★★★

Unstoppable is a tough badge but it doesn’t require special effort here. If you are struggling with this, use a goblin assassin – once you reach level 10, all enemies can be killed with swift hand.

Confusion!: Win with a Wizard, Sorcerer, and Bloodmage. (Rewards 500 gold and unlocks the Demonic Library)
★★★★★★★★★★

These classes are all fairly well suited here but it’s still a hard dungeon, especially if you aren’t familiar with the classes yet.

Probably the easiest run is sorcerer. A sorcerer has good physical and magical power, so Evolvia isn’t much of a problem. The only issue is that both Djinn and Changelings have retaliate: fireball, so they should be avoided if possible. You really want to find a way to get around the walls!

The wizard also works well. PISORF is a great spell for wizard and very helpful here – if you really want to lean into that, prep Binlor (or just try to find him) and use an Orc! Changelings are no problem for a wizard, and if you use PISORF, neither are Djinn.

The bloodmage run is probably the hardest, but as long as you can get around the walls it isn’t too bad. Changelings, minotaurs, wraiths, and goats are ideal targets. The bloodmage has a powerful endgame spike with both health and mana, so if you can get to Evolvia at a decently high level it should not be a problem.

Hard Dungeons – Ick Swamp

Difficulty

★★★★★★ (Hard – 120%)

Enemies

Gorgons, meat men, warlocks, wraiths are guaranteed to appear.

Naga:
Attack: 100%
Health: 85%
Weakening Blow

Vampire:
Attack: 100%
Health: 100%
40% lifesteal
Undead

Bosses

One random common boss.

Itsssamna:
Attack: 45
Health: 380
Weakening Blow
50% resists

Gimmicks

The map is nearly completely full of random plants, which inflict various debuffs on you. The warlocks here drop wisp gems, small items that grant +5% damage and can be converted for 10 CP.

Orc Crusader, Human Paladin, Any Bloodmage, Elf/Gnome Wizard

Strategy

This dungeon is so densely packed with plants that you’ll have to kill at least a few to navigate here. This means you’re bound to pick up a few debuffs – poison, mana burn, corrosion, curse, etc. You can clear out the poison+mana burn plants right before levelling up, and with fireballs barbing bushes aren’t a huge problem – the most annoying plant is the corrosive one, so try to avoid those.

Itsssamna is a moderately tough boss – he has low damage and mediocre HP, but very high resists and weakening blow. He can be regen fought but only if you really outpace his regen, as you don’t want to accrue a bunch of weakening during the fight. Lowering his resists is quite helpful – BYSSEPS, Binlor, Jehora Jeheyu, and even Piercing Wand can help with that.

Consider bringing a can of Whupazz for him, as his effective health pool is 760 and it will save you some weakening. Definitely try to fight him second, and also consider bringing a fortitude tonic for midfight (if you fight him second) or after the fight (if you fight him first).

If you are struggling, try an Orc Crusader – between the various immunities and the massive damage boost, it completely kicks ass here.

Quests

Challenge Accepted: Win with Thief, Rogue, and Assassin. (Rewards 500 gold and Naga City)
★★★★★★★
You’ll have to win with all of the thieves den class. None of them require a lot of special effort – rogue is the easiest one here as she can easily kill higher level naga without taking any debuffs. With all of these classes you can freely kill Eelroots because you don’t care about curse, and so if you have fireball half of the plants are easily dealt with (plant, eelroot, barbing bush).

The hardest one here is probably assassin, because regen fighting here is difficult due to the plants cutting off exploration and the enemy list (almost all high damage, low health enemies and vampires are undead – meat men are great targets, though!) On the plus side, you get a lot of bonus damage, which is great for a regen fighter, and Itssssamna is pretty easy for Assassin, especially with all the bonus damage around.

Hard Dungeons – The Slime Pit

Difficulty

★★★★★★★★ (Hard – 120%)

Enemies

Goo blobs, meat men, and golems are guaranteed to appear, as well as one other random common enemy.

Muck Walker:
Attack: 100%
Health: 100%
Undead
Bloodless
Weakening Blow

Acid Blob:
Attack: 100%
Health: 85%
Corrosive
Magical attack

Slime Blob:
Attack: 100%
Health: 100%
Curse bearer
Magical attack

Gelatinous Thing:
Attack: 100%
Health: 100%
Retaliate: Fireball

Bosses

The Tower of Goo and Super Meat Man are both guaranteed to appear.

Gimmicks

The meat men here progressively decay (thankfully, this doesn’t include Super Meat Man). Once you kill 10 enemies, they all get poisonous. Once you kill 20, they also get corrosive.

Orc/Dwarf Rogue, Gnome/Any Bloodmage, Any Sorceror, Goblin/Orc Assassin, Orc Crusader

Strategy

This dungeon is FULL of nasty afflictions – poison, weakening, curse, corrosion, etc. You’ll need to find a way to fight monsters without getting debuffed. Early on, physical classes can target meat men – they are quite weak but if you don’t kill them early they will rot and get much harder.

The other problem here is the bosses – these are two of the harder common bosses, and they require VERY different strategies. The Tower of Goo ideally should be burst down with spells, but Super Meat Man needs to be regen fought with primarily physical attacks. You’ll need a build that’s capable of both. You probably want to take on Tower of Goo first, as the extra XP will help you with SMM, but it depends on your build.

Quests

Bonus Bravery: Slime Pit: Win with a Goblin Tinker, Goblin Transmuter, and Goblin Crusader. (Rewards 500 gold and unlocks the rock heart, an item which restores health and mana when you break walls)
★★★★★★★★★
Crusader is the easiest one here thanks to the immunity to poison and curse. Goblin also helps you reach a high enough level to fight SMM earlier, which is nice.

After that, tinker is a fine class here – prepping quest items can help you find a lot of useful things, including viper ward, and this dungeon has 2 guaranteed subdungeons.

Transmuter was the hardest for me, but I’m also not very good with the class. The nice thing about goblin transmuter here is you don’t have to fight as many enemies to get to a high level, so you can avoid the decay for longer.

Hard Dungeons – Berserker Camp

Difficulty

★★★★ (Hard – 100%)

Enemies

Zombies, Wraiths, and Warlocks always appear.

Berserker:
Attack: 100%
Health: 100%
Berserks at 50% (deals 1.5x damage below 50% health)

Burn Viper:
Attack: 100%
Health: 100%
Mana burn
Blinks

Frozen Troll:
Attack: 65%
Health: 100%
Cowardly
Magical attack
50% resists

Bosses

One random boss always appears.

Bjorn Ulfheoinn:
Attack: 75
Health: 198
Berserks at 75%
50% magic resist

Gimmicks

The dungeon here is 19% smaller than usual (18×18 instead of 20×20). When you level up, All berserkers that are lower level than you level up to your level, so they don’t make very good popcorn.

The map is divided into two by a chasm with only one crossing point, which is usually guarded by at least one monster.

Goblin Assassin, Any Bloodmage, Orc/Dwarf Rogue, Gnome Warlord, Gnome Sorceror, Orc/Gnome Wizard, anything else.

Strategy

This dungeon is surprisingly easy considering how late it unlocks. It has a low difficulty modifier, a pretty standard pool of monsters, and Bjorn is quite weak for a boss, weaker than most common bosses.

The main complication is the small map – it tends to be hard to navigate because there is less space than usual for monsters, a lot of walls, and a chasm in the middle. It also means there is less blackspace than usual.

Additionally, Berserkers make bad popcorn because they are never lower level than you.

Other than that, this doesn’t need any special considerations. Bjorn can be killed by any means – he has high magic resist, but he has such low health that spells still work and it lets you ignore Berserk. He’s like a weaker version of Bleaty.

Quests

Ice and Fury: Win with any four classes. (Unlocks the Fire Heart, an item which gains 5% charge every time you cast a spell that costs 3+ mana and can be used to remove all charge and restore that amount of you max HP)
★★★★★
This isn’t bad at all. In my opinion, the easiest classes are Rogue, Warlord, Sorcerer (which you have to do anyways), and Thief.

Enjoy the fire heart! It’s a divisive item but I personally

Complicated Tasks, part 5: Win with a Sorceror and earn Warmonger (no glyph casting). (Adds the schadenfreude potion to shops)
★★★★★★★
Obviously Sorceror and Warmonger is a terrible combination, but it’s not that bad here. You can use a Human Sorcerer.

You at least still get some extra damage from mana shield. I recommend prepping Taurog and just pretending you’re a berserker. Hope you don’t get a physical resistant boss.

Hard Dungeons – Halls of Steel

Hard Dungeons – Halls of Steel

Difficulty

★★★★★ (Hard – 120%)

Enemies

Warlocks, Wraiths, and 1 other common enemy.

Illusion:
Attack: 100%
Health: 100%
Weakening Blow
Retaliate: Fireball
50% physical resist

Animated Armour:
Attack: 165%
Health: 55%
Magical Attack
Death Protection – 1 layer per level

Steel Golem:
Attack: 100%
Health: 100%
25% physical resist
Curse bearer

Bosses

One random common boss.

The Indomitable:
Attack: 62
Health: 190
Magical attack
Death protection – 10 layers

Gimmicks

This dungeon uses a unique symmetrical wall layout.

The Orb of Lusory always spawns on the floor somewhere (grants +50% magic resist, can be smashed to destroy all Illusions without any benefit to you, sadly but understandably can’t be lockered).

Orc Berserker, Elf/Gnome Sorceror, anything else

Strategy

This dungeon has a pretty rough enemy set. Both animated armous and steel golems are quite tough, and Illusions are probably the single worst enemy in the game. Fortunately, it also comes with an absurdly strong Orb of Lusory, and most of the enemies here do magical damage.

Additionally, the Indomitable is one of the easiest bosses in the game – with the Orb of Lusory, he does a pitiful 31 damage to you and only has 192 health. He has 10 layers of DP, but every time you remove a layer he loses 15% damage – by the time you’ve taken them all off, he’ll only be doing 6 damage to you.

You should mostly ignore steel golems and entirely ignore illusions during the levelling phase, using them as popcorn later. Every other enemy here does magical damage and one you find the Orb they should be quite easy. High level illusions are basically never going to be worth killing unless you want unstoppable – WEYTWUT or ENDISWAL or PISORF can help you get around them, and they are great targets for IMAWAL.

Note that the abundance of magic damage here makes Mystera harder to use than usual. On the other hand, it makes the magic resisance offered by Binlor quite strong here, although you will only benefit from up to 15% extra resistance since you get 50% from the orb. Taurog or Dracul can get you that much too.

Quests

Dancing Blades: Win with a Priest, Monk and Paladin. (Rewards 500 gold, unlocks Namtar’s Lair)
★★★★★★
These easiest ones here are priest and paladin, which both have a pretty easy time, especially once they find the Orb. All general strat tips apply.

The monk one is a bit harder (most of the enemies here do magical damage), but once you find the Orb it isn’t much of a problem. The indomitable especially is a complete pushover with a Monk, you can kill it at like level 5 or 6 using your fast regen and Orb of Lusory. Binlor helps a lo with Monk, since with the Orb it’s quite easy to get up to 75% magic resistance with his boons.

Vicious Edge: Win with four classes. (Unlocks Vicious Steel)
★★★★★★
After doing Dancing Blades, you just need one more class. The easiest are probably Orc Berserker or Gnome Sorcerer.

Hard Dungeons – Tower of Gaan-Telet

Difficulty

★★★★★★★★★★ (Hard – 100+%)

Enemies

All common enemies.

The following enemies each can appear as a “miniboss”:

Goblin Miner: (Spawns with an additional Wall Cruncher)
Attack: 100%
Health: 100%
50% knockback
Mana burn
Trophy: Wall Cruncher (worth 25 CP, use to destroy all adjacent walls)

Gelatinous Thing: (Spawns with Nom Nom, an item you can consume for +1 HP per level but you get poisoned)
Attack: 100%
Health: 100%
Retaliate: Fireball

Bridge Troll: (Spawns with an additional Sensation stone, worth 150 CP)
Attack: 75%
Health: 125%
Fast regen
50% berserks
50% resists
Trophy: Sensation stone

Dancing Blade: (Spawns with Penance, a sword which grants 3 base damage and 2 mana, but removes 2 base damage and 1 mana when converted)
Attack: 120%
Health: 80%
Blinks
Death protection – 1 layer per level

Burn Viper: (Spawns with a Cracked Amulet, which grants 5 XP)
Attack: 100%
Health: 100%
Mana burn
Blinks

Dragon Elite: (Spawns with a Compression Seal)
Attack: 100%
Health: 125%
Poisonous
Curse bearer
50% magic resist

Illusion: (Spawns with a Ritual scroll, which can be used to get +5% resists but 3 layers of curse)
Attack: 100%
Health: 100%
50% physical resist
Retaliate: Fireball
Weakening

Golden Statue: (Spawns with a Long Rant, which can be used to give all enemies on the current floor 3 corrosion)
Attack: 1
Health: 200%
Corrosive
Weakening
No XP

Immortal Yin: (Spawns with Yang’s Sword, a small item that gives +3 base damage and can be consumed for death protection)
Attack: 100%
Health: 100%
No XP
Bloodless

Boss

Horatio the Immortal:
Attack: 75
Health: 999
Trophy: Balloon (item with -10 weight that adds +10 CP to all other conversions – crazy for goatperson!)

Gimmicks

This dungeon is very unique. The main map is small and doesn’t have any enemies above level 8, and it starts partially explored. There are also no altars on the main map. The difficulty here is 100%.

The map starts with one subdungeon available, in the left of the center section. This subdungeon contains 5 level 8 enemies (one of which is one of the special miniboss enemies), along with one random altar. Each enemy is considered to be a boss – they are mandatory and cannot be killed with a Slayer Wand. The difficulty here is 110%. After you kill all 5 enemies, another subdungeon appears on the main floor.

Entering this subdungeon invokes a random penalty on you, from this list:

  • The entire subdungeon is revealed
  • All monsters in the subdungeon have No XP
  • All monsters in the subdungeon have Bloodless
  • All monsters in the subdungeon have First Strike
  • All monsters in the subdungeon have Retaliate: Fireball
  • You get poisoned+mana burned and one stack each of weakening and corrosion
  • You get 3 stacks of Curse

Like the last subdungeon, this one has 4 common enemies and one special enemy, but this time they are level 9 and the difficulty is 120%. Again, there is another random altar. After clearing out this subdungeon, you get a third one on the main map.

The third subdungeon inflicts a different random penalty from the same list on you. It has the same structure but the enemies are level 10 and the difficulty is 130%. After clearing it out, you get a final subdungeon in the center of the main floor.

This takes you to the boss’s lair. It is a spiraling hallway leading to the boss with nothing else in it. No more penalties, just kill Horatio to win.

Also, about unlocking this dungeon: unlike most dungeons, Gaan-telet isn’t unlocked with a quest. You unlock it by selling at least one of every monster trophy to the Taxidermist. You don’t need to complete any Vicious dungeons for this unlock. Most of them can be found from common bosses or are found early in the process of unlocking dungeons, but you’ll need special effort to get the Changeling Essence (found in Shifting Passages), the Nose Ring (found in the Labyrinth), and the De-animated Helm (found in the Halls of Steel).

Human Paladin, Orc Monk, Vampire, Orc Crusader

Strategy

Gaan-Telet is quite different from any other dungeon in the game and has to be played a bit differently. It is longer than any non-Vicious dungeon, so you need to think a lot about long term benefits – boons like Humility or Body Pact become a lot better here. You’ll need efficient resource management to make sure you don’t run out. The dungeon starts quite easy, so you should be VERY conservative with resources during the levelling phase. Get into the subdungeon ASAP and find the altar. Start fighting the level 8 enemies as soon as you can – probably around level 5 or 6 depending on your setup.

This dungeon is intimidating, but not as hard a it looks – you only have to make it through 3 floors, and Horatio has high HP but nothing truly crazy. He can be regen fought with whatever blackspace you have left, as he has relatively low damage. You can save most of your spiking resources for him since he is the only boss. Bringing a can of Whupazz for him can help a lot.

Quests

Oh, Horatio!: Defeat Tower of Gaan-Telet and earn Purist (no preps). (Unlocks Vicious Gaan-Telet and the Vicious token)
★★★★★★★★★★
★★
This is the last quest in the main story of the game. It’s a longer and more dramatic run than the dungeons before this, but if you made it here you can definitely handle it!

The easiest class to win with is probably Human Paladin, but any class can win here without too much extra trouble. All the general strategy tips apply, having to earn Purist doesn’t change much besides making the dungeon a bit tougher.

Vicious Dungeons – An Overview

Welcome to the Vicious Dungeons section! I’m going to briefly talk about some general tips and info on vicious dungeons, as they tend to be on an entirely different level from other dungeons. The main story of the game “ends” at Tower of Gaan-Telet – these dungeons are extra challenges that offer a harder experience and can give you some extra insight on Horatio and the events that led to your conflict.

There are 6 vicious dungeons in the game, and each has their own unique set-up. Vicious dungeons tend to be much longer than your average dungeon and generally require very careful planning to beat.

For your efforts, you can get some very unique rewards! Most vicious dungeons (all but Halls of Steel) reward the player with a unique trophy item when they win. This trophy can be lockered and brought into dungeons, but cannot be found in stores, so you should immediately locker it once you win the dungeon! These trophies all have VERY unique effects and are generally quite powerful.

Additionally, some vicious dungeons reward the player with a special monster class (there are 4 classes you can unlock this way). These classes offer new play styles and all have their own kin bonuses.

You should generally not expect to win a Vicious dungeon on your first try. You will need to get used to that dungeon’s specific mechanics first.

Because of the high difficulty modifier, it is often much harder to fight high level enemies in Vicious dungeons, and therefore it is much harder to level. This puts more of an emphasis on making the most out of your items and gods – in particular, items or gods that help you get more XP, either directly or through early game combat buffs, are much better here.

Despite how hard these dungeons might seem at first, I promise they are all possible, even with bad luck! Experienced player have beaten every dungeon with every class and earned every badge. It just takes some practice!

Vicious Dungeons – Dragon Isles

Difficulty

★★★★★★★★★
★★★ (Vicious – 140%)

Enemies

Dragonspawn, Zombies, Serpents, and Goo Blobs are gauranteed to appear.

Druid:
Attack: 80%
Health: 80%
Magical Attack
Death Protection

Forest Troll:
Attack: 85%
Health: 100%
Cowardly
Fast Regen
25% magic resist

Dragon Guard: (4 of these guard the final boss)
Attack: 100%
Health: 125%
Magical attack
Mana burn
Curse bearer
25% physical resist

Dragon Elite: (2 of these gaurd the final boss)
Attack: 100%
Health: 125%
Poisonous
Curse bearer
50% magic resist

Bosses

The Firstborn is guaranteed to appear.

The Matron of Flame:
Attack: 75
Health: 954
Magical attack
Retaliate: Fireball
Trophy: Dragon Shield (a very powerful item which grants +18% resistances. Works great on characters with innate resistances or any regen fighters)

Gimmicks

The main floor of the dungeon is a series of islands connected by stepping stones. After killing the Firstborn, you can descend into the lair of the Matron of Flame.

This lair is a narrow path floating in lava. The path is blocked by a wall, which can be destroyed with ENDISWAL or removed by killing the two adjacent Dragon Guards. After that, there are two more Dragon Guards and two Dragon Elites guarding the path which have to either be fought or teleported past. The matron of flame is at the end of the path, along with some more blackspace.

Goblin/Orc Assassin, Orc Berserker, Orc Crusader

Strategy

Welcome to Vicious dungeons! This is probably the simplest one, and doesn’t ask much more of you than a hard dungeon would – except for that rough 140% difficulty modifier.

The main dungeon is refreshingly free of debuffs, besides a little bit of Poison. It has a lot of high HP enemies, making striker builds not very good for this part. Similarly, the boss here, the Firstborn, has a pretty large health pool. You can use some resources to kill him but make sure you save some! The fight isn’t over yet…

After killing the firstborn, you can descend to the Matron’s lair, where you have to fight a ton of curse bearing guards. If you plan on using a resistance based build, you’ll want some way to mitigate these – keeping popcorn alive to clear the curses is great, and ENDISWAL/transmutation seal will let you skip the first two guards. Otherwise, these are tough but don’t require anything special – you’ll need a good mix of physical and magical strength to kill them.

Once you clear the guards, it’s time for the Matron of Flame – the last true dragon alive. Her stats actually aren’t bad – she has quite high HP but fairly low attack for a Vicious dungeon. Thanks to the high HP and low attack, physical builds will do better on this boss than magical ones, and saving your health potions will really help.

If you can beat her, you can take her scale as a shield! This is one of the best items in the game, if a fairly straightforward one. It provides 18% of both resistances, stacking with any other resistances you have. This is a key item in the resistance stacking strategy that some classes use for other Vicious dungeons.

Quests

Here Be Dragons: Win with any 3 classes. (Unlocks the Half-Dragon class)
★★★★★★★★★★
★★★★★
I recommend using a Goblin/Orc Assassin, an Orc Crusader, and an Orc/Dwarf Rogue. Many classes can work here though – pick your favorite!

The easiest class to beat this dungeon with is probably the assassin – the assassin is moderately well suited to the first phase, and exceptional for the second one. During the first phase, Dragonspawn and druids are great targets for poisoning and regen fighting. Serpents are good if you can find poison immunity, but otherwise obviously they can’t be regen fought. Zombies and trolls should both be left alone. The firstborn has pretty average attack and high HP, so you can regen fight her too if you have any blackspace left. Defeating her is the hardest part of this dungeon for the assasin – after that, it’s not too bad. If you can reach level 10 (with a goblin assassin this shouldn’t be too hard) all of the matron’s guards can be instantly killed with swift hand – but note that they will still curse you, so if you plan on stacking resistances you’ll need 6 popcorn to clear the curse! The matron herself is also quite easy for the assassin, since she has low attack, comes with some new blackspace, and you don’t care much about retaliate: fireball.

Next up is the Orc Crusader. The reason I like this class here is that resistances would be very strong in this dungeon if it weren’t for all of the curse bearers, and the Crusader is immune to curse.
You can stack resistances without worrying about getting cursed by the matron’s guards, and since this dungeon is full of low attack high hp enemies, stacking resistances is great. Prepping dragon shield will help get you started (this requires you to have already beaten the dungeon once, of course) and you have a couple options for raising your resistances further. Binlor or dracul will help, and if you can find the pactmaker body pact is great. Items like elf boots are also very helpful. This is another class where the first phase of the dungeon will be harder than the second. Once you can raise your magic resist, druids and dragonspawn are both easy prey, and as long as you aren’t trying to regen fight trolls aren’t too bad, but both zombies and goo blobs will be difficult. The firstborn is about average in difficulty, and the matron should be pretty easy if you can get to her with any resources left at all.

Orc/Dwarf Rogue is quite good here too. Rogue has a harder time levelling than usual here since some of the enemies have high health pools or physical resistance, but trolls go down quite easily and so do druids+serpents.

Enjoy your new Half-Dragon class! It is probably the most “standard” of the monster classes, with a melee oriented skillset centered around knockback damage. Half-dragons can reach INSANE levels of melee damage if you can plan out the knockback carefully, as 100 CP gives +20% damage – double the human kin bonus!

Vicious Dungeons – Demonic Library

Difficulty

🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊 (Vicious – 140%)

Enemies

Imp:
Attack: 100%
Health: 80%
Blinks

Succubus:
Attack: 100%
Health: 90%
Weakening blow
50% deathgaze

Djinn:
Attack: 100%
Health: 110%
Magical attack
Retaliate: Fireball

Doom Armour:
Attack: 100%
Health: 65%
Berserks at 50%
Death Protection – 1 layer per level

Cultist:
Attack: 80%
Health: 80%
Cowardly
Revives (as a 1 level lower zombie)

Thrall:
Attack: 100%
Health: 110%
Undead
Bloodless
Poisonous
Mana Burn

Steel Golem:
Attack: 100%
Health: 100%
Curse bearer
25% physical resist

Bosses

Perivolcan Ze
Attack: 105
Health: 222
50% magic resist
Corrosive
Note: Always found in the top left

Perivolcan Pa:
Attack: 105
Health: 222
50% physical resist
Weakening blow
Note: Always found in the top right

Mesostel Ze:
Attack: 105
Health: 222
Magical attack
Retaliate: Fireball
Note: Always found in the far left

Mesostel Pa:
Attack: 105
Health: 222
Curse bearer
Mana burn
100% deathgaze
Note: Always found in the far right

Aphelion:
Attack: 105
Health: 222
First strike
Poisonous
Magical attack
Note: Always found in the bottom

The Avatar:
Attack: 75
Health: 954
25% physical resist
75% magic resist
Berserks at 25%
Special: Damaging the Avatar will cause several level 10 ??? monsters with vanilla stats and random abilities to spawn in the subdungeon, quickly filling it up. These ARE XP valuable, so they can be used for level up catapults if you are a character that would benefit from that!
Trophy: Avatar’s Codex (Fireballs deal double damage and instantly max out burning stacks, but all enemies have Retaliate: Fireball. This is one of my favorite items and also one of the best items in the game, like most Vicious trophies. Try it out on a sorceror!)

Gimmicks

The Avatar is located in a moderately sized subdungeon in the center of the main floor. This subdungeon is surrounded by spike pits and can ONLY be accessed by defeating all Demon Lords. Each demon lord drops 25 gold when killed, for a total of 125. However, defeating a Demon Lord will give another random lord death protecton.

Halfling/Orc Thief, Halfling/Human/Whatever Tinker, Gnome/Orc Warlord, Orc/Halfling Crusader, Gnome Sorcerer

Strategy

This is my personal favorite base game Vicious dungeon, maybe tied with Naga City. It’s got a scary set of monsters and you have to take on SIX bosses.

No matter what your strategy is, at least some of them will be pretty hard. However, the dungeon also gives you a lot to work with! The demon lords are weaker than a typical boss but still worth full level 10 experience, so you can rocket up in levels pretty fast. Additionally, each lord drops 25 gold, giving you an extra 125 gold to work with. Overall, this is one of the easier Vicious dungeons, and with some practice it’s very doable.

You’ll want to bring a fortitude tonic and burn salve to help clear out debuffs from the lords and enemies.

I’m not gonna go over much more here, but go to the dungeon’s quest for more strategy tips!

Quests

The Moving of the Cheese: Win with any 3 classes. (Unlocks the Rat Monarch class)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊
Many classes can work well here. I used a Thief, a Sorceror, and a Warlord.

Your first task will be to level up off of the very annoying enemy pool. Your best targets for most characters will be Djinns, Doom Armour, Cultists, and Thralls, but all of them are suboptimal. Any tools you can find to increase XP gain are useful – balanced dagger (+2 XP on same level kills) and Amulet of Yandor (use for +50 XP) are a great purchases. Tikki Tooki can help with that too and lets you convert all your extra money into piety, but you will want to convert out before fighting the Avatar.

If you find WEYTWUT or PISORF, hold on to them – they will be useful later!

Finding a god to worship early is critical (this is true for vicious dungeons in general, but especially here where the monster pool is so rough). Jehora Jeheyu, the Earthmother, Binlor Ironshield, and Tikki Tooki can all make good early gods here. Others are usable too (notably Mystera Annur is better than usual here since Refreshment can really help with the early Demon Lords) but generally have less to offer to a low level character.

Once you reach level 5 or so, you should start thinking about the demon lords. You can pick one to target (depending on your build) and set up a level-up catapult. It’s generally best to start with either Perivolcan Pa, Mesostel Pa, or Aphelion, and then use your magic resources to help you spike them. Magic resources won’t be very useful against the Avatar, so this is a good place to ue them.

After that, you will have some extra money and XP, which will really help you against the remaining lords. You can save whichever lord is most difficult for you for last (often that will be Perivolcan Ze but it depends on your build). They will get some death protection layers from the other lords, but it’s still easier to fight them at a higher level. Utilize level-up catapults for killing the lords as much as possible. The fact that the lords are always in the same general locations can help you plan out your blackspace usage!

Once you have killed all the lords, you can fight the Avatar. He has lowish attack, but tons of health and huge magic resistance. Make sure you prepare a health spike for him – whatever you can bring to restore health is great (level up catapult, health potions, sanguine, gods, etc).

Here’s where you can use WEYTWUT or PISORF if you find them! The Avatar spawns monsters that can block you off from the exit when hit – if you use spells to move him next to the exit first, you can keep yourself from getting cutoff from the main dungeon, which is a huge help. If you can’t do that, just make sure you bring as many potion and items down with you as possible, and don’t rely on sanguine or boons for a spike.

The Avatar’s subdungeon comes with lots of blackspace you can use to refill before the fight. If needed, you can even hit him to make an L10 monster to kill for some extra XP – this can be useful for setting up a catapult for the fight. It’s generally not worth killing lots of his spawns midfight, though – they can be fairly tough.

Enjoy the Rat Monarch! It’s a VERY strange class, with absolutely terrible stats but tons of corrosive strike, letting it take down any enemy as long as it can take a hit.

Vicious Dungeons – Naga City

Difficulty

🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊🟊🟊 (Vicious – 150%)

Enemies

Dragonspawn, Goo blobs, Serpents, and Warlocks are guaranteed to appear.

Acid Blob:
Attack: 100%
Health: 85%
Corrosive
Magical Attack

Burn Viper:
Attack: 100%
Health: 100%
Mana burn
Blinks

Vampire:
Attack: 100%
Health: 100%
Undead
40% lifesteal

Naga:
Attack: 100%
Health: 85%
Weakening

Bosses

Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jormungandr, Aequitas, The Iron Man, The Tormented One, and the Tower of Goo are all gauranteed to appear.

Prince Kinissssch:
Attack: 90
Health: 475
50% magic resist
Magical attack
Corrosive
Death Protection – 5 layers
Cowardly (only once below 50% hp)
Trophy: Naga Cauldron (health and mana potions restore 5% more health for every debuff you have)

Gimmicks

This dungeon has two phases. You begin above ground, in a main dungeon. There are no altars on the main dungeon unless you prep one or play as a Crusader. There is a Hooded Figure you can speak to when you are ready to descend to the Arena, but once you go down you cannot go back. The difficulty in the arena is only 120% instead of 150%.

In the arena, you pass through a corridor with all altars, but each one costs 20 gold to unlock (except the Pactmaker). After that, you enter the main arena, which hosts 3 of the 9 common bosses that appear here, as well as level 1, 3, 5, and 7 monsters (the monsters are optional and just here to provide popcorn). There are 3 shops in the bottom of the arena, which hold a keg of mana (25 gold for 3 mana potions), a keg of health (25 gold for 3 health potions), and the Amulet of Yendor (40 gold, can be consumed for 50 XP).

After killing the 3 bosses, you will be teleported next to the hooded figure and the arena will be reshrouded. 4 more monsters will spawn in as well as 3 more bosses. The shops will not restock. After killing the next 3 bosses, this happens again. After killing the final 3 common bosses, the arena reshrouds and Prince Kinissssch spawns. Kill him to win.

Gnome/Orc/Elf Wizard, Human Paladin, Orc Monk, Gnome/Human/Elf Sorcerer, Half-Dragon

Strategy

This is generally considered to be the hardest (non Gaan-Telet) Vicious dungeon. It first challenges you with a very tough dungeon filled with debuffing monsters and no gods, and then you have to fight TEN full strength bosses back to back with little blackspace.

Fortunately, I also think it is one of the most balanced Vicious dungeons – any class can win it without weird antics.

Your first goal here will be to manage the difficult above ground dungeon. You DEFINITELY want to prep a god – either Conjuction or a powerful early god with a manageable prep penalty, like Binlor, the Earthmother (make sure you have a way to get around walls though), or Jehora Jeheyu. Jehora Jeheyu will generally help the most up top, but Binlor provides some really strong bonuses for when you enter the arena. You can take his knockback boon for some extra damage, and use stone skin to help you fight monters up top and build magic resist for later.

Otherwise, finding a way to get around is pretty important. As usual, several glyphs can help with that. The monsters here have huge stats due to the 150% modifier, but fortunately they don’t have totally horrible traits. Vampires, Naga, and the common enemy spawns are all pretty easy to target – just make sure to bring debuff clears for the Naga and Acid Blobs, and probably buy another fortitude tonic before descending.

Your goal should be to get as high level as possible before descending. It’s going to be hard to get huge amounts of bonus XP, but using a god for help you should be able to at least take out some level +1 enemies. Remember that you can’t come back up, so you don’t need to save popcorn. This means you should be utilizing your popcorn to set up catapults against higher level enemies whenever possible. You should also make sure to grab any glyphs, boosters, potions, items, etc you will want before going down. You may want to leave a little bit of XP behind if you can set-up a catapult for after you descend – for example, it may be better to go down as an L8 character with nearly enough XP to level up than as an L9 character that isn’t near a level up.

After descending, you have to start thinking about fighting the bosses. You will immediately have access to the full pantheon of gods, although they will cost money to use. If you have extra money, you can convert now, but you may need to stick with your starting god until you’ve killed at least one god.

A lot of gods can help out here – Binlor can help open up the map a bit and give knockback damage or temporary resistance, but is not the easiest to get piety with at this point so it may be best to convert out of him quickly. Ideally, you can find or prep Binlor before entering the arena, so you can enter with knockback damage, high magic resist, and tons of piety.

GG’s Humility boon is quite nice here and by levelling up in him you can get enough piety to convert out – his other boons generally are not worth it here. Make sure to not use potions while worshipping him, if possible.

If you didn’t worship JJ up top, he can be helpful as a first pick – you can convert in with 100 piety, grab one of both boosts for 40 piety total, then desecrate a god or use conjunction to help you get back to 50 to convert out.

Dracul is really strong here, as sanguine will get you some extra health, lifesteal is good against many bosses, and the resistances are powerful too. You probably want to worship him last though (ideally after using healh potions) – it will be hard to get enough piety to convert out.

Alternatively, the Earthmother can be a decent last god for a caster, providing some extra mana with clearance and plantation.

For some extra piety, Binlor can be desecrated if you aren’t using resistances, the Earthmother can be desecrated if you have a burn salve, and PM can give you 50 piety with conjunction once.

You will also need to plan your approach for each wave. You should identify the 3 bosses as soon as possible. Each boss has a different best approach.

Lord Gobb and Aequitas are relatively generic bosses, but their high damage does make regen fighting them tough (although doable). If you have magic resistance from Binlor or are a Berserker, Aequitas is quite easy. Both are pretty easy to spike with either health or mana.

The Iron Man isn’t too bad and can be regen fought. Tower of Goo is harder – make sure you have some magic resources and maybe a level up catapult for him.

Jormungandr is quite easy, but poison can be a problem if you don’t have HALPMEH. Just set up a level up after or use a health potion to cure it.

Tomithy and Medusa are both pushovers (especially for casters), but they do inflict some nasty debuffs so either burst them down with spells or set up a level up afterwards. If you have resistances, make sure to save popcorn for after Tomithy to clear the curse stacks.

Meat man and Frank are generally the toughest here. Both should be regen fought – hopefully they do not spawn in the same wave, but if they do, prioritize regen fighting SMM. If you bring Whupazz, generally Frank or SMM are the best targets for it.

Remember that there are some items in the bottom of the arena if you need them!

Once you clear 3 waves, the prince should be pretty easy to regen fight.

Quests

:Snakes? SNAAAKES!: Win with 3 classes. (Unlocks the Gorgon class)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊🟊🟊🟊🟊
Any classes can work here, but Wizard is probably the easiest – especially Orc Wizard of Binlor.

Hope you like the Gorgon class! It’s another take on a regen fighter, who uses ENDISWAL to stack resists, poisons enemies with her attacks, and finishes them off with her special deathgaze ability.

Vicious Dungeons – Vicious Steel

Difficulty

🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊 (Vicious – 140%)

Enemies

Warlocks and Wraiths are guaranteed to appear.

Animated Armour:
Attack: 165%
Health: 55%
Magical attack
Death protection – 1 layer per level

Steel Golems:
Attack: 100%
Health: 100%
Curse bearer
25% physical resist

Illusion:
Attack: 100%
Health: 100%
50% physical resist
Retaliate: Fireball
Weakening Blow

Bosses

Count Blahblah:
Attack: 120
Health: 1110
Undead
Magical attack
Lifesteal 30%
Blinks

The Indomitable:
Attack: 73
Health: 222
Magical attack
Corrosive
Death Protection – 50 layers

Gimmicks

None. There’s nothing special going on here, besides the brutal enemy set.

Orc Berserker, Halfling/Orc Priest, Orc Crusader, Human/Gnome Sorcerer

Strategy

This dungeon is a bit unusual among Vicious dungeons. It’s weirdly… normal. It’s a harder version of a pre-existing dungeon, but it plays a bit differently. The Indomitable looks scary because of his 50 layers of DP, but because every layer of DP removes 15% damage multiplicatively and corrosion doesn’t trigger if an attack would already do 0 damage to you, as long as you have at least 3 damage reduction and a burn salve for after the fight he is quite simple and can be taken down at a low level.

Having that 3 damage reduction will make a huge difference, since with corrosion you will otherwise be taking 40ish damage per attack even when he has lost many layers of DP. You have a few options to get it:

  • Platemail (can be prepped or bought)
  • Taurog’s shield
  • The Earthmother’s vine form

The most consistently useful way is probably EM. She’s generally a pretty strong early god here since the layout isn’t horribly dense with walls, and you only need 3 stacks of vine form for the Indomitable. Taurog definitely works too, though.

The real problem here is Blahblah, who is one of the nastiest bosses in the game. He has high attack and a MASSIVE health pool, on top of lifesteal and blinks, which forces you to explore the whole dungeon before fighting him, unless you have knockback (which bypasses blink as long as you actually move the monster).

A very powerful strategy here is to use the Indomitable against Blahblah. If you can get knockback damage (easy to do by prepping bear mace or Binlor), you can repeatedly push the Indomitable into Blahblah, which will damage Blahblah. Unfortunately, this doesn’t deal damage when the Indomitable is at 1 health, but you can get around this with corrosion, which flatly increases the knockback damage to both. This makes EM even better here, since she can corrode enemies with her boons. The martyr wraps are also a solid item to buy here. With enough commitment to this, it’s possible to bring Blahblah to 1 HP without ever hitting him. More realistically, it’s pretty easy to drop him to 300 HP before you fight him (hitting him with a can of whupazz before you start knocking Indomitable into him will help).

None of these are necessary to beat the dungeon, but they will all help. You don’t have to fully commit to this – even just getting knockback damage without any of the corrosion will let you easily take 200ish health off Blahblah before fighting him.

Quests

Razor Blade Smile: Win with 3 classes. (Unlocks the Vampire class)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊
You’ll need to win with three classes to unlock Vamp here. Any class can do quite well here, especially with the damage reduction + corrosion + knockback strategy.

Some strong picks to try if you are struggling are Orc Berserker (magic resist is quite helpful here since both bosses and many enemies do magic damage), Orc/Halfling Priest (blahblah is undead and the biggest threat here), and a Gnome/Human sorcerer (great against animated armors and indomitable, has a fairly strong spike for Blahblah).

Vicious Dungeons – Namtar’s Lair

Difficulty

★★★★★★★★★★
★★★★★★ (Vicious – 150%)

Enemies

Warlocks, Goo Blobs, Zombies, and Golems are guaranteed to appear.

Shade:
Attack: 100%
Health: 75%
30% physical resist
Undead
40% lifesteal
Blinks

Frozen Troll:
Attack: 65%
Health: 100%
Cowardly
Magical attack
50% resists

Burn Viper:
Attack: 100%
Health: 100%
Mana burn
Blinks

Bosses

Namtar (1):
Attack: 112
Health: 476
50% magic resist
Magical attack
Poisonous
Mana burn
Special: when killed, Namtar (2) rises in it’s place, but you DO get XP.

Namtar (2):
Attack: 112
Health: 476
Magical attack
Weakening blow
Corrosive
Curse bearer
Special: when killed, drops a corpse which must be carried into a subdungeon to summon Namtar (3).

Namtar (3):
Attack: 75
Health: 238
75% physical resist
Fast regen
Undead
Bloodldess
Special: when killed, drops a corpse which must be carried into a subdungeon to summon Namtar (4).

Namtar (4):
Attack: 75
Health: 318
Cowardly
Retaliate: Fireball
Berserks at 50%
Undead
Bloodless
Special: when killed, drops a corpse which must be carried into a subdungeon to summon Namtar (5)

Namtar (5):
Attack: 37
Health: 238
Cowardly
Death protection – 3 layers
Magical attack
Berserks at 75%
Undead
Bloodless
Special: when killed, drops a corpse which must be carried into a subdungeon to summon Namtar (6)

Namtar (6):
Attack: 1
Health: 79
Cowardly
Retaliate: Fireball
Undead
Bloodless
Trophy: Namtar’s Ward (grants death protection on pickup. Can be used once per level to gain death protection. A really strong item that is very powerful for striker characters, like rogues, berserkers, or warlords.)

Gimmicks

You’ll have to fight Namtar a total of 6 times, although it’s really more like 4 and a half times. After killing him once, he will respawn in the same place and must be killed again. After that, he will drop his corpse, which you will have to carry into a subdungeon. Once you enter, you can’t leave.

This subdungeon is a narrow corridor with a moderate amount of blackspace and 3 low level imps. After you beat the third form of Namtar, you lose 10 max HP, 2 max mana, and 5 base damage, and again you must bring his corpse to a lower level which you cannot return from.

This level is identical to the last but the imps are mid level. Again, after killing Namtar’s fourth form you lose another 10 max HP, 2 max mana, 5 base damage, and all of your resistances. You must bring Namtar’s corpse down into another identical level.

After killing Namtar’s fifth form (which is weaker and can usually be regen fought very succesfully unless you were really dependent on resistances), you once again lose 10 max HP, 2 max mana, 5 base damage, and you get 10 stacks each of weakening and corrosion. You must bring Namtar’s corpse down one more time, this time to a very small level with almost no blackspace.

Here, you fight Namtar’s sixth form, which has the weakest stats of any boss in the game. Even with your massive debuffs it should be no problem at all. You’ll probably kill it in a couple hits, which is only enough for it to deal maybe 40 damage to you even with your corrosion.

Halfling/Orc Priest, Gnome/Orc Wizard, Half-Dragon

Strategy

This dungeon is sort of similar to Naga city, except instead of tasking you with fighting tons of full strength bosses using a pantheon of gods, you have to repeatedly take down the same boss as you both get weaker.

You’ll need to make a plan for every form. No matter what build you use, you will have a hard time with at least one of Namtar’s forms. Most characters struggle the most with one of the first four forms (especially the first two). It’s highly recommended that you have at least some hybrid power, even if you are mostly dedicated to one type of damage. For example, a priest will want to focus on bolstering their magical strength to help against the second and third forms, since they already basically have the first, fourth, and fifth forms covered.

As for the early bits of the dungeon, there is nothing special going on here, it’s just a REALLY hard dungeon. Getting something like Balanced Dagger (+2 XP on same level kills) will really help you level, or IMAWAL to petrify the high level enemies you’ll never get to kill anyways.

Binlor is extremely strong here, because he plays to all of the dungeon’s weaknesses. He destroys walls, helping you navigate the cramped layout. He gives tons of magic resistance, which is a huge help against Namtar’s strongest forms. He provides knockback damage (generally strong) and can strip enemy resistances (making frozen trolls super easy). I strongly recommend using him if you find him, or even prepping him. If possible, you will probably want to convert out after farming up resists and getting anything else you want into a stronger late game god, but it’s fine if you can’t.

Namtar’s first form isn’t too bad if you can get some magic resistance. Definitely set up a level up catapult for it and you will need to use some health spiking resources, but don’t worry too much about burning them here – they won’t be as useful for the later forms, and in particular any god boons can be used here and on the next form since you will be cut off from gods once you defend.

His second form has pretty nasty stats still and some annoying traits. The debuffs aren’t a huge deal – just bring a fortitude tonic and burn salve for after the fight. If you have magic resistance, he is still fairly easy, but you need to make sure to save some popcorn for his fight so you can clear curse stacks between hits. You can use some spiking resources here if needed, but make sure to save some mana potions for the next form.

Once you have done everything you want to do up top, you can descend and fight form three. This form fortunately has low health and no nasty traits for casters – as long as you managed to save some mana potions (and maybe a schadenfreude one), he should be manageable.

Form four can generally be regen fought as long as you have decent damage. You lose five damage from beating the third form, but any extra boosts you got from gods (like knockback damage) should be a huge help. If you can bring a non-BURNDAYRAZ combat spell like HALPMEH, PISORF, or BYSSEPS, it will help a lot.

If you get this far, form five should definitely be doable with the same approach as form four, and Namtar’s final form is a complete pushover (only 1 damage!).

Quests

There are no quests here, but you can get Namtar’s Ward as a trophy if you beat the dungeon.

Vicious Dungeons – Vicious Gaan-Telet

Difficulty

★★★★★★★★★★
★★★★★★★★★★ (Vicious – 100+%)

Enemies

See Tower of Gaan-telet, under Hard Dungeons.

Boss

Horatio the Immortal:
Attack: 75
Health: 5000
50% resists
Berserks at 50%

Gimmicks

See Tower of Gaan-telet, under Hard Dungeons.

Vicious Gaan-telet has NINE floors of increasing difficulty (up to 190%!) instead of 3. Additionally, Horatio is much harder.

Vampire, Human Paladin, Orc/Human Monk, Human Rogue, Human Thief

Strategy

This is a very unique dungeon that usually requires a pretty specific strategy. The main strategies for VGT can be broken up into the Paladin approach, the Vampire approach, and the general approach.

I will start with the Paladin approach, since it is generally simplest. You should use a Human Paladin – generally, human are srongest in this dungeon, since the run is very long (making gnomes/halflings/goblins relatively weak), will involve lets of regen fighting (making dwarves/elves relatively weak), and takes place mosly at level 10 (making orcs relatively weak, except for monk who still lacks base damage at level 10).

Let’s consider preperations first – you want as much damage as you can get here, so perseverance badge + attack boosters are a must. From the thief den, some people like Patches as with good luck he can offer some extra stats over the course of the run, but I usually go with Black Market here because you don’t get a ton of money in this run and buying shop items can really help.

From the Baazar, Quest Items will help you find some of the strongest items here (or you can go with Apothecary for more debuff cures). From the alchemist, you definitely want a compression seal, because inventory management is pretty important in VGT. From the witch, I would recommend Whupazz (for Horatio), one of each debuff cure, and then a potion of your choice (probably reflex or schadenfreude).

From the church, I would take conjunction (or nothing if that’s too expensive). We will get into good gods for this run next, but either of the best ones here have pretty harsh prep penalties, and we really want to find Pactmaker early for this run so conjunction can also help with that.

For a locker item, the Dragon Shield (from dragon isles) is very strong here – the strongest approach in VGT is generally stacking resistances, and Dragon Shield is really helpful for that.

Once you get into the run, your first goal will be to get into the first subdungeon, ideally by using WEYTWUT/WONAFYT to get enemies out of the way. You can also start leveling up off of higher level enemies while you do this, but the enemies up here are a very important resource in this run so don’t waste them! Go for at least L+1 kills and ideally L+2 or more (this gets a bit easier once you are at least level 2).

Once you enter the first subdungeon, you can identify the god there. The gods you are really looking for are GG and Pactmaker. Pactmaker is absolutely critical to this run – once you find his altar, you can take Body Pact, which will let you use piety to slowly build up your resistances.

For your monotheistic diety, I think the easiest here is GG – he gives TONS of free piety for Pactmaker every time you level up, gives you an extra +5 base damage and +10 health from humility, can remove debuffs/grant magical attacks, and in the very end of the run can provide a bit of restoration. Additionally, if you have spare piety, you can grab Enlightenment at some point – this usually isn’t very good for the cost, but if you find GG early in the run you will be drowning in piety at a certain point, so you may as well get the +5 max mana and curse wipe.

There are some other options that can be worth a shot if you don’t find GG. JJ is also pretty good, giving tons of piety for PM, +40-80 max health and +6-12 max mana, and a one-off chaos avatar, plus a shot at a full refill as a last ditch effort. However, he does eat your mana potions, which can make mana burn problematic if you don’t plan for it carefully.

Dracul can also be really powerful here, mostly due to the sheer number of bloodpools you will have for a late game spike – however, he provides very little piety and hates your HALPMEH glyph, so if you plan to worship dracul you should take consensus from PM before taking body pact, then hold off on worshipping dracul until quite late if possible. Desecrating EM’s altar can help you get some extra piety once you do.

Binlor is also a good option, giving you knockback damage, a quick way to farm piety, extra magic resistance, and a way to erode Horatio’s resistances. It’s worth noting that Binlor will NOT tax you for levelling up once you are already level 10!

Taurog can work here too – he doesn’t have great boons, but does give tons of piety for body pact and a sword worth +5 base damage, plus resistance items if you have room for them.

Once you have entered the first subdungeon, you should try to start killing the monsters there ASAP (but don’t explore blackspace in there unnecessarily!). You can use the monsters above to get to level 4 or 5, then set up a catapult for the first subdungeon monster. After that, you can start clearing out the subdungeon monsters until you unlock the next subdungeon, then repeat with that one. In general, as long as you can, prioritize using blackspace up top to regenerate mid or post combat. This will help you find resources, like boosters, shops, glyphs, which can be seriously helpful.

Most glyphs can be converted, but there are a few that you will want to hold on to or leave on the ground. Your HALPMEH will be your main glyph here, as it becomes very strong when you have high resistances. If you find GETINDARE, that glyph is strong enough here that it is worth picking up if you can make inventory space – 3 mana for an extra hit and some dodge chance is a great deal.

Depending on your god, you may also need BURNDAYRAZ for Wraiths, since they can be a huge problem for Paladin – if you worship JJ in particular, this glyph will be very necessary due to your lower supply of mana potions. If you can find GG, you can definitely convert this glyph, since cleansing should help you deal with phys resist enemies / mana burn.

Early on, WONAFYT or WEYTWUT are great here for slowing your popcorn and clearing a path to all the subdungeons. You can convert them once you start clearing out subdungeons, though.

If you find BYSSEPS, leave it on the ground – it will help you erode Horatio’s resistances, but won’t be useful for the rest of the run. This isn’t necessary if you worship Binlor – in that case you can convert it.

For shop items, there are a few to watch out for that will be a huge help. Midas gloves will give you waaay more money here and can later be converted for a lot of CP. Platemail is extremely strong here, especially against Horatio. Agnostic collar can be very strong if you are worshipping a god like Dracul that is somewhat stringy with piety. Dragon Soul is great due to its small size and solid impact. Soul Orb is really powerful here because mana burn is a very rough status for a paladin. Vampiric Blade and Poisoned Dagger are both good too, but if you are worshipping GG they will really anger him so I would only buy them at the very end of the run for the boss fight if I had extra money.

Make sure to save some money for a debuff clear – you will probably want an extra one, although maybe not if you are worshipping GG or JJ.

As you make your way through the subdungeons, there are a few threats to watch out for.

The first is the subdungeon penalties. Most of these are annoying but don’t warrant special mention. The most notable one here is the one that gives three layers of curse – make sure to save popcorn for this on the top floor! You REALLY don’t want to fight the subdungeon enemies while cursed.

(See part 2 for a continuation of these strategy notes!)

Vicious Dungeons – Vicious Gaan-Telet (part 2)

Otherwise, the no XP penalty can be horrible if you roll it in the first subdungeon (probably worth restarting), and the fully explored one sucks to get in one of the bigger subdungeons but you can’t really control that.

Next up are the miniboss enemies – Yin, Bridge Troll, and Gelatinous thing are not huge problems as a Paladin. Goblin Miner and Burn Viper inflict mana burn, which is nasty if you don’t have Soul Orb, but you can approach them the same way you approach wraiths. The Dancing Blade is fairly tough and can blink away from you, but shouldn’t be too hard to kill – just save it for last (same with the mana viper) in that subdungeon and hope the blinking doesn’t unnecessarily waste blackspace.

The really notable ones are the Dragon Elite, Illusion, and Golden Statue. The Illusion is somewhat strong but you should be able to kill it fine – however, it will afflict you with weakening, which is a horrible status effect. The Golden Statue is no threat at all, but gives both weakening AND corrosion. You can use the corrosion cure you brought after fighting the statue (and if you’ve find EM’s altar, may as well desecrate it first too), but for weakening you need to decide to either buy an extra cure or wait till you’ve fought both Illusion and the statue to use it.

If you are worshipping GG or JJ, this is less important since they can cure your debuffs.

The Elite is quite easy for you to kill, but you need to save plenty of popcorn for it – kill one between each attack to cure the curse it applies, and then kill two right after to cure the last layers of curse.

The Illusion is notable for also coming with the ritual scroll – this item can be helpful, but make sure you will have enough popcorn to clear the curse layers it applies.

Once you get through all the subdungeons, it’s time to fight Horatio. Before you start fighting him, go grab the Long Rant from one the subdungeons to stick some corrosion on him. Use your can of Whupazz to start the fight and convert anything you know won’t help anymore (like soul orb) for extra damage. If you found BYSSEPS, now is also the time to pick it up and start stripping resists.

Start by regen fighting him purely – hold off on using any other potions or god boons for now. If you have capped physical resistance, you should be able to regen fight him very efficiently. Once he drops below half health and starts berserking, you can start using any god boons or potions that provide some restoration. You can still regen fight him at this point if needed (and it probably will be unless you are worshipping Dracul) but it will be less efficient since his damage is higher. You may even be able to level up catapult him at this point, depending on your current XP and if you have any popcorn left.

Good luck! Horatio will test how much blackspace and other resources you managed to conserve, but as a Human Paladin with capped resistances you won’t need that much to take him down.

If that strategy isn’t working for you, you could also try the Vampire approach. This plays quite differently, mostly due to Vampire being unable to worship at all. I would recommend trying out Vamp a bit in more standard dungeons before going with this approach – vamp is a strong class for VGT but vamp plays very weird generally.

For preps, they can stay mostly the same as the Paladin approach. The only differences are you don’t need a church prep, from the thief’s den patches is probably better than black market here (vamp is immune to some of its penalties and could really use the extra resistance), and you may want to swap out Perseverance badge for Really Big Sword (costs you a bit of damage and 4 inventory space, but slow strike isn’t usually a big deal for vamp, especially since you want to find platemail anyways, and helps a lot with goo blobs (making them usable blood cows), wraiths (otherwise quite tough), and Horatio). You also don’t necessarily need Whupazz now, since Horatio is usually pretty easy for vamp, especially with RBS.

This is a bit more of a typical vampire run. There is still a lot of luck involved, but this time instead of the luck of which gods you find, it’s the luck of which items and bloodcows you find.

You should try to kill as few monsters as possible on the ground floor. Anything left alive can be used as a bloodcow, and the usual benefits of curse clearing / level ups. Prioritize killing Zombies and Wraiths outside since those won’t work as bloodcows, and then fight the subdungeon enemies ASAP.

Your L6 and L7 enemies outside are especially important – you are hoping for, in descending order of bloodcow quality:

  • Meat man (tons of health, trash damage)
  • Dragon spawn (good health, average damage)
  • Serpents/Golems (average stats, no notable traits)
  • Gorgon (slightly weak health, average damage, watch out for deathgaze)
  • Goo blob (assuming RBS – lower lifesteal cap but otherwise average stats and above average durability)
  • Goblin (high damage)
  • Warlock (super high damage)

Having at least one high level meat man is a HUGE help here. Don’t kill any meat men during the levelling process, if possible.

For items, you are looking for a lot of the same ones as Paladin, but platemail is by FAR the best thing you could find. It’s -20 damage to all enemies here, which is huge for lifesteal efficiency.

For glyphs, you should convert most of them for the bonus lifesteal – the exceptions are you want one combat glyph (ideally HALPMEH, but failing that probably hold on to BURNDAYRAZ) and early on glyphs like WEYTWUT/WONAFYT can help. If you didn’t bring RBS, you should probably keep BYSSEPS on the ground if you find it. GETINDARE can be good too if you don’t get platemail/RBS.

Once you have some bloodcows, you can actually use them to regen fight enemies – two L7 bloodcows + two L6 bloodcows have a combined 26 regen, although you will take some damage from them. Within subdungeons, if you find a meat man or bridge troll or armor, you may be able to use it as a bloodcow for a tougher subdungeon enemy.

The main threats in subdungeons will be zombies, warlocks, wraiths (not too bad with RBS), and goo blobs (pretty easy with RBS).

Try to avoid using bloodpools if you can, but if you absolutely need them they are there.

Otherwise, this plays pretty similar to the paladin run at this point. It’s a bit tougher in the later towers since you will be lacking god boon stats and resists, but if you can get to Horatio you will probably win. Before he starts berserking, you may even be lifestealing more from H than he deals damage to you. Save any spikes you can for H, but you won’t need as much of a spike for him as a paladin would.

I would recommend either of these strategies for your first clear. For other classes, you can use a more general approach similar to the paladin strategy, but with the addition of conversions between gods. The same preps you brought as paladin are generally quite good. You definitely want human on every class except maybe monk, where orc remains pretty competitive with human.

You can approach items and enemies here broadly the same way as a paladin would. For gods, most of them will be useful finds now.

You still want to find Pactmaker as early as possible, and take resists. Other great early finds are Binlor (stone form and ENDISWAL for Horatio, stone fist for general damage, tons of piety), JJ (extra stats, debuff wipe+refill+CP, also good supply of piety), and GG (free piety, humility gives +5 base damage and +10 health – don’t bother with the 100 piety boon though). Taurog is also ok if you really can’t find the other 3 but the inventory space really hurts.

Ideally, you will get to worship all 3 of Binlor/JJ/GG by converting between them, but it’s not necessary. If you do do this, hanging on to the wall cruncher for either Binlor piety or a stone form charge for Horatio can be helpful.

(See part 3!)

Vicious Dungeons – Vicious Gaan-Telet (part 3)

Near the very end of the run, you should convert to Dracul – he will be HUGELY helpful for the Horatio fight. Keep in mind that he hates HALPMEH, though (an otherwise great glyph here)!

If you have been relying on HALPMEH, it may be tough to give up inventory space for an extra combat glyph just for the final fight – if you worshipped Binlor, you can leave his ENDISWAL on the ground and use that for Horatio as an expensive BYSSEPS with some resistances. Alternatively, if you find BYSSEPS, you can just leave that on the ground (then you probably don’t need stone form / stone soup at all).

From Dracul, keep in mind that if you are at >45% resistances you should not take lifesteal – just stack up sanguine instead! If your resistances are lower it’s pretty good, though.

Other gods can have niche uses here but mostly don’t come up – TT will make you hemorrhage piety due to fighting so many L10s, Mystera mostly just has spiking tools and won’t offer much for such a long run, EM can be ok early but XP isn’t that needed here and you don’t want to petrify valuable floor 1 popcorn. EM’s altar is a great desecration target, though – especially if you do it right before grabbing chaos form!

Good luck! This dungeon is definitely the hardest and longest in the game, but if you have come this far it is absolutely doable!

Quests

Dark Souls: Win. (Rewards 9999 gold)
★★★★★★★★★★
★★★★★★★★★★
The only quest here is to win. That’s already hard enough!

I recommend doing this as either a Human Paladin or a Vampire. See above for the strategies for each!

Miscellaneous Quests

Some quests in the game are not tied to a specific dungeon. I will cover those here:

Search for the Witch: Find the Witch in the East (Unlocks the Witch, who sells you potions)
★★
You will have to look around Eastern dungeons for a random subdungeon containing the Witch. This is generally easiest to do in Eastern Tundra due to the low difficulty. You will know if her subdungeon has spawned because a bunch of corrosive plants will appear on the main floor of the dungeon. The Witch will ask you to bring her some frost root – go destroy the corrosive plants to find five frost root for her.

I would recommend exploring the whole dungeon before you start gathering frost root, since the corrosion can make it tough. You don’t need to win, you just need to finish the witch’s mission and then talk to her and either retreat or win.

Dimensional Dealings: Buy something from every shop in a dungeon (Unlocks L2 Bazaar)
★★★
This is probably easiest in ND – the extra boss gives you 25 more gold. Prepping Black Market also helps.

Perpetual Questing Initiative: ??? (Rewards 500 gold)
???
The PQI gives you random quests in dungeons that you haven’t rainbowed (got all the completion marks) yet. The PQI tries to pick an unconventional kin + class combo and will require you to get a badge too.

Completing the PQI will result in the game picking another PQI.

Triple Quests – An Overview

Triple Quests were originally part of the Goatperson DLC, but are now available for all Rewind players. They can be accessed as soon as you unlock the Goatperson (I believe the trigger is unlocking half the gods?) which costs 3000 gold, but Triple Quests are quite difficult and are designed to be late game content.

There are three triple quests: The Spider Script, The Monster Machine, and The Portal Perilous. The way that they work is you have to play through a series of 3 levels, and each has to be won in succession.

In each level, you play as an assigned character – for example, in the Spider Script you play the first level as a Human Thief, the second level as an Elf Fighter, and the third level as a Dwarf Wizard.

You can bring preps for a Triple Quest, but they will only directly effect the first level – however, when you go to the second level, you bring your inventory and gold with you, so if you prep an item you can keep it for all 3 quests.

Winning triple quests rewards substantial amounts of gold, but is mostly just for the experience and lore it offers – they aren’t required to complete the game.

Triple Quests – The Spider Script (part 1)

Difficulty

🟊🟊🟊🟊 (Triple – 100%)

Enemies

All common enemies.

Desert Troll:
Attack: 75%
Health: 125%
Cowardly
Fast Regen

Boss

Lemmin Tee:
Attack: 75
Health: 350
Blink
Magic Immune
Death Protection – 3 layers

Gimmicks

You play as a Human Thief named Junesbury. The map only has 4 shops and 1 apothecary – but other than that it is normal.

Before you can fight the boss, you have to kill every enemy on the map.

Then, the map will be reshrouded and Lemmin Tee will transform. You will gain the Herbivore trait (you need food to regenerate) and you will get 50 food. On every tile where a monster was killed, 8 food will be placed.

Strategy

This level itself isn’t too bad, but you do need to think about how to be prepared for the next 2 levels.

You should have no difficulties clearing out the map – the difficulty modifier is very low and the monsters are mostly standard.

The boss is tougher – you won’t have enough food to actually fully explore without some tricks so you can’t regen fight him, and he blinks. One strategy is to pre explore the map – you can run out of food but leave some on the ground, explore until you are nearly dead, and then pick up food – make sure you end up fully healed before the fight though!

Alternatively, prepping a bear mace trivializes this fight – Lemmin can’t blink if you knock him back, so you can easily regen fight him.

Your other preps should be focused on winning the later levels. You should prep a good all around item, like Dragon Shield or Dwarven Gauntlets, whupazz+schadenfreude+mana+burn potions, fewer glyphs (so that the ones you carry over have higher CP), quest items, black market, compression seal. You can bring bear mace if you want to easily win this level or perseverance badge if you want to focus more on long term benefit. From the church, you could consider bringing Tikki Tooki to convert to after you have won and dump your piety into potions for the next 2 levels – or you could bring conjunction for general usefulness.

Try to save as many potions as possible and definitely save all of your preps. Also, try to bring as many useful things into the next level as you can!

Triple Quests – The Spider Script (part 2)

Difficulty

🟊🟊🟊🟊🟊🟊 (Triple – 100%)

Enemies

Same as Havendale Bridge, but the Druids here are pacifists and will disappear and grant you XP equal to their level (without bonuses) when you talk to them.

Boss

This level has the same Bridge Troll miniboss as Havendale Bridge, but he cannot be bribed and drops Forlorn (can be converted from your inventory for 100 CP) instead of a sensation stone.

Trikkistix:
Attack: 75
Health: 397
Undead
Bloodless
Retaliate: Fireball
Physical Immune
Magical Attack

Gimmicks

You play as a Human Fighter named Kel Yi. The map is fully standard except there are only 3 shops. You start with goatperson’s trait that prevents you from being healed on level up.

Once you have revealed the boss, whenever you kill an enemy ALL visible bloodpools will be turned into barbing bushes – so don’t reveal the boss until you are ready to fight!

Strategy

This is a bit tougher than the first level, but not too bad as long as you DON’T reveal the boss until you are ready to fight him. You can’t heal on level ups, so there is no point trying to catapult him. You should have brought some schadenfreude potions here, which will help for the boss fight – try to save your DP for him too!

The rest of the level isn’t too bad. No level up refills is pretty harmful for an elf but the monsters here are easy, and tokoloshe’s drop charms which will make the boss much easier. The bridge troll can be difficult and can’t be bribed, so bringing in either WEYTWUT or PISORF from the last level can help! Fortunately, you also get some free XP from the druids here.

Try to save as many potions as you can for the next level – if you need a potion for Trikkistix, prioritize using the schadenfreude ones because they are more useful here than in level 3.

Triple Quests – The Spider Script (part 3)

Difficulty

🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊 (Triple – 120%)

Enemies

Serpents, Goblins, Goo Blobs, and Wraiths always appear.

Minotaur:
Attack: 100%
Health: 100%
50% knockback
Berserks at 50%

Ratling:
Attack: 100%
Health: 100%
Fast Regen
Retaliate: Fireball

Bosses

Mance (1):
Attack: 90
Health: 190
Revives

Mance (2):
Attack: 75
Health: 2500
Spoilers ahead, but I recommend you read this beforehand unless you really want the surprise as without prior knowledge of how this fight works it is pretty much impossible to win on your first try.
Special: at 2000 hp, wipes your resistances. At 1000 hp, poisons+mana burns you, gives you 3 curse, gives you 5 corrosion+weakening, sets your current health to 1 and sets your current mana to 0. At 500 hp, gives you 10 corrosion and turns all enemies and plants to stone. At 250 hp, fully wipes your inventory (including glyphs and potions).

Gimmicks

You play as a Dwarf Wizard known only as the Granite Wizard. The map is normal except that there are only 3 shops.

The only other gimmicks have to do with the boss, Mance. Check the boss section for info.

Strategy

This entire triple quest is all about preparing for the Mance fight.

This level is not very hard aside from that. Wizard is well suited to the enemy set here and the difficulty modifier isn’t very high, so it shouldn’t be hard to level. The first form of Mance is quite weak and can be killed early on while you still have blackspace to recover.

As you explore, try to leave all the potions and maybe one offensive glyph (HALPMEH or PISORF or GETINDARE or BYSSEPS or even ENDISWAL) on the ground – you will thank me later.

For the second form of Mance, you want to have:

  • A can of Whupazz to immediately take off 625 hp
  • Not an over reliance on resistances – this will keep the first punishment from being problematic.
  • A fortitude tonic and at least 1 (maybe 2) burn salves – this will help with the second and third punishments
  • Some resources like potions left on the ground – enough to burst down the last 250 HP.

If you can set up a level up catapult, it can really help here – just make sure you do it before you bring Mance to 500 HP.

My only other advice for this fight is to time your refills so you are left with low health and mana when you bring Mance to 1000 hp – This will make the health+mana wipe less painful.

Good luck! A lot of this challenge is just learning how to handle triple quests. With some practice it isn’t so bad!

Triple Quests – The Monster Machine (part 1)

Difficulty

★★★★★★★★★ (Triple – 130%)

Enemies

All common monsters

Naga:
Attack: 100%
Health: 85%
Weakening Blow

Boss

Chzar:
Attack: 50
Health: 1200
Retaliate: Fireball
Corrosive

Gimmicks

You play as a Human Monk named Acco Lite.

All monsters drop an item from this list when killed:

  • Wisp Gem: Small, +5% damage
  • Wall Cruncher: Small, use to destroy adjacent walls, convert for 25 CP
  • Courage Juice: Small, drink for Might, First Strike, and Bonus XP, but hp set to 1
  • Charm: Small, +1 damage, +1 HP

All monsters have Corrosive, and there are some Mysterious Murkshades, which are also corrosive.

There are only 3 shops and no subdungeons.

Every time you kill a monster, the boss gets corroded.

Strategy

Since this is a triple quest, for the preps you need to think about all 3 stages.

As always, good preps are perseverance badge, more attack boosters, black market, conjunction, compression seal, and quest items. From the guild, you probablly want Dwarven Gauntlets – it’s not very useful here but it is critically important to boost your defense/health in level 3. Some people prefer Dragon Shield because it synergizes better with other defensive items and you want as many as you can get for level 3, but I prefer the Gauntlets because they are better on their own and they are much more useful in level 2, which is pretty hard. From the witch, you want a burn salve for here, a can of whupazz for part 2, and probably a health and mana potions to save on inventory space.

This challenge isn’t too tough but you need to do it while saving as many resources as possible. You’ll want to carry over lots of the nice bonus items you get to – the most useful ones are charms, so bring as many of those as possible.

The boss here is quite easy to regen fight (or just kill with a catapult) but it’s all about how much corrosion each of you has – he has quite low damage and deals physical damage so as long as you aren’t very corroded he shouldn’t be a problem.

From the potion shop here, buy a second burn salve – you can use one partially through the levelling phase and then save your second one for the boss fight.

You want to try to find BURNDAYRAZ and spike higher level enemies – you’ll probably need to explore a lot before you can kill anything but it is worth it to avoid the corrosion. The courage juice can really help you spike enemies without first strike. I’d say before using the burn salve, the most useful items to grab from enemies are courage juices and charms – wisp gems and wall crunchers can probably wait until you are about to use the salve.

Try not to use any potions besides the burn salves here. The boss is really quite weak (with your dragon shield he is dealing literally 16 damage to you) so you should be able to kill him pretty easy as long as you can level without getting massively corroded.

Tikki Tooki is a great god here for converting your potions to reflex+quicksilver pots, which are very useful in level 3. TT is maybe even worth prepping here – but if you do that you should prep reflex+quicksilver potions instead of health and mana potions since you will be using more inventory space anyways.

Into the next stage, you want to bring BURNDAYRAZ, Dragon Shield/Gauntlets, all your potions (besides the salves), any useful items you find (especially defensive ones for level 3), and as many small items as you can find prioritizing charms, then courage juice, then wisp gems.

Triple Quests – The Monster Machine (part 2)

Difficulty

★★★★★★★★★★
★★ (Triple – 130%)

Enemies

All common monsters.

Naga:
Attack: 100%
Health: 85%
Weakening Blow

Boss

Hesss:
Attack: 75
Health: 5000
Cowardly
Weakening blow
Curse bearer
Poisonous
Mana burn

Gimmicks

You play as a Gnome Berserker named Harm Sway.

All monsters have Curse bearer, poisonous, and mana burn. There are 3 spider totems on the map (which are scouted) with nominal stats (1 attack, 1 hp, no xp, bloodless, curse bearer, poisonous, mana burn). Killing one will remove one of those abilities from all monsters and the boss, and deal 1000 damage to the boss (without lowering the max HP)

This map is fully standard except that BURNDAYRAZ is not guaranteed to spawn, there are only 3 shops, and there are no subdungeons.

Strategy

This is pretty tough – all monsters have tons of afflictions which make levelling hard, but you don’t want to kill the spider totems until you are ready for the boss if possible because you desperately need the 3000 damage they do.

Bringing lots of courage juice from level 1 will really help – it’s not as good in level 3 so feel free to use all of it for levelling here.

When you are ready to fight Hesss, use Whupazz and hit him and then kill all the spider totems, bringing him to <750 HP. Ideally, you won’t use any health or mana potions on him and when you are about to leave you can convert everything you don’t want and bring a ton of potions with you.

For gods, Dracul is excellent here and really helps on Hess and Tikki Tooki is useful for the guaranteed GETINDARE (strong here but you should convert it before leaving so you can bring something else) and for getting reflex+quicksilver potions, which are VERY useful in level 3.

You want to bring as much as you can with you – definitely hold on to all of the charms you brought, and probably the wisp gems too, but the highest priority is defensive items, so make sure to check the shops. If you find CYDSTEPP that’s a pretty great glyph to bring, other ones that aren’t BURNDAYRAZ you should probably just convert and bring something else.

Triple Quests – The Monster Machine (part 3)

Difficulty

★★★★★★★★★★
★★★★ (Triple – 140%)

Enemies

Same as hard Halls of Steel.

Bosses

Bleaty, the Tormented One, the Iron Man, Aequitas, Tower of Goo, Lord Gobb, Jormungandr

Gimmicks

You play as a Halfling Rogue named Clokun Dagger.

The map is the same as Halls of Steel, but there are only 3 shops. The Orb of Lusory does appear, which is a huge help. BURNDAYRAZ is not guaranteed here, but ENDISWAL might be, and maybe also APHEELSIK (I’ve always gotten those). There are no altars at all.

There is one subdungeon with a Goleministrator. When you are ready, you can ask him to repopulate the dungeon – this will fully reshroud it, spawn the bosses, and spawn 19 level 10 Illusions.

Strategy

This level is a bit of a resource check – it’s not *that* hard if you have the right pieces, but if you don’t it’s pretty much impossible.

The main dungeon isn’t too hard, it’s just Halls Of Steel with a bit of a tougher modifier and you should have very amped stats from all of the charms you are carrying. As usual, the orb of lusory is insanely strong once you find it. Your goal is to reach as high of a level as possible – at least 9, but hopefully 10. Once you have done that you can talk to the Goleministrator to summon the bosses.

So, the main problem here is that you are a halfling rogue up against bosses with a 140% difficulty modifier. By default, at level 10 with all boosters you will have 80 hp – not enough to take a single hit from any bosses. You’ll need a plan to handle each boss. Make sure to leave ENDISWAL around unless you know you have better options, as in a pinch you can use it to fight most of the bosses with stone skin and it helps you avoid getting trapped by illusions, which you ideally want to avoid fighting.

First up, Aqueitas is the easiest – as long as you hold on to the Orb of Lusory until after you fight him (and ideally also the Tormented One), you’ll be able to easily regen fight him. The tormented one can also be regen fought, although it is a bit tougher so you’ll probably want to use some mana potions on him. Once you’ve killed those, you can use the Orb to clear up the hallways, help you find the bosses, and open up some inventory space.

Next up, the Iron Man, Tower of Goo, and Jormungandr. These bosses all have 105 attack – so even if you prepped Dwarven Gauntlets like I did, you will still be 8 HP short of being able to take a hit from these bosses. You will really want to find a defensive item to beat these – you should be on the lookout throughout the whole triple quest for items that could boost your survivability. For example, any items on this list would work:

  • Pendant of Health
  • Tower Shield
  • Troll Heart if you get it early (level 6 at the latest)
  • Tempering Pendant sort of if you have plenty of mana for fireballs
  • Platemail but since it removes first strike you probably don’t want this unless it’s your only option
  • Alchemist scroll (this is quite strong here as you should have tons of potions and the bosses drop way more gold than you can use)

Charms from part 1 can also help – try to bring as many as you can.
Alternatively, bringing Will from Taurog from part 1 or 2 would help too.

Once you can tank 105 damage, these bosses are pretty easy. The Iron Man can be regen fought easily, Jormungandr can be regen fought with some help from health potions, and you should have plenty of mana potions from part 2 to help you kill Tower of Goo (I think you can *technically* regen fight him but it uses a lot of blackspace so maybe just use that to finish him off).

Next up is Bleaty, who has 315 damage. Obviously that is way too much, but that’s where the guaranteed ENDISWAL can help! Using it four times gives you +65% phys resist, bringing his damage to 111, so you only need a bit more health than for the other bosses. You probably have high enough damage that with a few fireballs, 2 attacks will be enough to finish him off (one from stone skin, one with first strike).

Finally, lord Gobb, who is the hardest here thanks to his 126 damage and First Strike. You’ll probably need to use ENDISWAL and lots of potions on Gobb, but you might be able to get enough HP to take a hit, in which case he can just be regen fought with attacks and BURNDAYRAZ. Personally, I used quicksilver+reflex potions I brought from the second level.

Triple Quests – The Portal Perilous (part 1)

Difficulty

★★★★★ (Triple – 130%)

Enemies

All common enemies.

Boss

Zin Kibaru (true form):
Attack: 50
Health: 1500
Curse bearer
Corrosive
Special: damaging the boss spawns 4-6 bloodpools on the map

Gimmicks

You play as an Orc Bloodmage named Malamort Crumpet. There is one altar, which is always Dracul unless you prep someone else. The map starts with a fair number of bloodpools, which can overlap eachother.

Drinking a blood pool DRAINS your health instead of restoring it (this can’t kill you, if it would you are left at 1 HP), but still restores mana.

Strategy

The boss here looks scary but is actually quite easy due to the bloodpools he spawns – they still restore mana, so on average you get 5 mana every time you damage him if you have fully explored the map, and since a fireball only costs 6 mana you basically deal 6x more damage to him than usual, so you can think about him as a boss with 250 health (and you get an extra fireball on average for every bloodpool you come into the fight with). If you find PISORF, that’s a free win – you are guaranteed to get at least a free cast every time you use it.

Your goal here is to play as normal, trying to avoid stepping on bloodpools. Start the boss fight once you have fully explored the dungeon – you shouldn’t have a problem with it.

For preps, I recommend Tikki Tooki (this stage is easy so you can join him late and use all of your piety to get reflex+quicksilver potions), Compression Seal, Fewer Glyphs (more attack boosters doesn’t effect stages 2 and 3 and this gives the glyphs you bring more CP and all you need here is BURNDAYRAZ anyways), Dragon Shield, Quest Items, Black Market, and Health+Mana+Schadenfreude+Whupazz potions.

Once you have killed the boss, you can use the bloodpools to become high level by targeting higher level enemies, and then worship TT and cash in on piety from your remaining popcorn. You’ll probably be able to get 1 or 2 uses of reflexes out of this (usual just 1 unfortunately, but it’s better than nothing!)

Don’t use any potions at all here if possible. You want to bring BURNDAYRAZ, all your preps and potions, an additional schadenfreude potion you purchase, and any good items you find (super useful ones are Soul Orb, Dragon Soul, Balanced Dagger, and Platemail) into stage 2.

Triple Quests – The Portal Perilous (part 2)

Difficulty

★★★★★★★★★★
★★★★★ (Triple – 130%)

Enemies

Same as Shifting Passages, but with the addition of:

Ratling:
Attack: 100%
Health: 100%
Retaliate: Fireball
Fast regen

Bosses

Warhamma Gobbo:
Attack: 97
Health: 412
First Strike
Blinks
Magic Immune
100% deathgaze
Special: When damaged, gets a random ability from this list (can only have one at a time):

  • Retaliate: Fireball
  • 80% physical resist
  • 100% deathgaze (does nothing)
  • Undead
  • Poisonous

Warhamma Gobbo:
Attack: 97
Health: 412
First Strike
Blinks
Physical Immune
100% deathgaze
Special: When damaged, gets a random ability from this list (can only have one at a time):

  • Retaliate: Fireball
  • 80% physical resist
  • Curse bearer
  • Undead
  • Poisonous
  • Bloodless
  • 100% deathgaze (does nothing)

Gimmicks

The map has the same wall-shifting mechanic as Shifting Passages. You play as a Goblin Warlord named Warhamma Gobbo. There is one altar, dedicated to Taurog. There are shops but no gold. BURNDAYRAZ is not guaranteed to spawn, so make sure you bring it.

All enemies have 100% deathgaze.

Strategy

This is quite tough, especially if you want to save resources for part 3. The main problem is the bosses, which both require a significant mana spike and can’t really be fought until you have fully explored the dungeon. The magic immune one is easier, just requiring a couple of CYDSTEPPS, but the physical immune one is *really* hard.

Levelling here isn’t too bad – its just shifting passages and the deathgaze doesn’t matter much to a warlord. The only problem are changelings, but high level changelings should just be ignored and low level ones can be whittled down with blackspace.

Unfortunately, Taurog’s altar won’t be much help here. The use for his altar is to get the physical reduction armor to bring to the next stage – it won’t help you here, so ignore it until after you have killed the bosses, or possibly rate before for the sword too.

Take on the magic immune boss first, and if you have any Tikki Tooki potions you can use them on it if needed because they won’t help with the magic immune one. Then, you can use all of your mana spike on the physical immune one – if you have lots of schadenfreude potions, you may want to start fighting them at the same time or prioritize them for the magic immune one because they can be hard to activate against the physical immune boss.

After killing the bosses, worship Taurog and grab the item that gives +15% physical resist – you want that for part 3. If you have extra space, the sword is good too. You also want to bring any glyphs you think might be useful, like GETINDARE or BURNDAYRAZ, and as many health potions as you can.

Triple Quests – The Portal Perilous (part 3)

Difficulty

🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊🟊 (Triple – 130%)

Enemies

Same as Demonic Library

Bosses

The Avatar (1): (There are 5 of these)
Attack: 105
Health: 100
No XP
Revives (into The Avatar (2), without granting XP)

The Avatar (2):
Attack: 105
Health: 666
No XP
Special: Damaging any Avatar (2) will randomize the attack, attack type (magical or physical), magic resist and physical resist of all Avatar (2)’s. Killing any of these will spawn 10 kingdom pawns, which are level 1 and have 4 attack, 8 HP, first strike and either mana burn, corrosive, or curse bearer and they sometimes drop either a compression seal, bargain pendant (+1 max mana), or spoon (+1 base damage, small). Killing any Avatar but the last one will give you 100 piety.

The Watcher:
Attack: 100
Health: 1000
Bloodless
Poisonous
Special: gains +5% resists every time you damage it.

Gimmicks

You play as a Human Paladin named Kim Royce. The map is the same as Demonic Library, but instead of Demon Lords there are Avatars, and instead of the Avatar there is the Watcher. There is one altar, dedicated to GG.

There are no gold or glyphs or potions, but there are shops.

Strategy

If you brought the Dragon Shield and Taurog’s equipment, you will have 58% physical resistance. That should make the levelling fairly straightforward – succubi and steel golems should be avoiding, thralls should generally be avoided unless you have soul orb, but everything else is a great target.

Worship GG asap, although it isn’t a huge deal if you don’t find him early – I personally grabbed Humility right before a high level kill but I’m not sure if that was the right call, so it is up to you. In hindsight, I wouldn’t recommend it because there isn’t enough XP here for you to easily reach level 10 after Humility before killing most of the bosses so you will be taking a debuff to HALPMEH and your regen if you use Humility.

The first form of each avatar is pretty easy and can be killed starting at level 4 or 5. Leave the second forms alone until you are mostly done exploring and levelling, then you can fight them all at once.

Hit an avatar and then starting mousing over all of them and looking for whichever one is doing the least damage to you – often one of them will have like 5 attack, and so you should hit that one. Try to whittle them all down by about the same amount, as if you finish one off while the others are still at high health it gets harder to find good targets – however, I do think it is good to kill one of them fairly early as it gives you a ton of resources for the others (+100 piety, +25 gold, and 10 kingdom pawns to kill for XP and items), but try to keep the others around the same health because once you’ve killed 2 or 3 of them you start having to take big hits. You can use your piety for tons of restores and an enlightenment once you start to get lots of beads, and you can grab spoons for extra damage, compression seals to compress all your large items and make room for more beads, and pendants for CP fodder (25 CP each).

If you can get past the Avatars, the Watcher is somewhat of a pushover – he has high stats but by this point you probably have enlightenment, tons of bonus damage, and a ton of remaining piety that you can use for restores. You can also open with your can of Whupazz for some extra damage. Just don’t try to regen fight him or his resistances will get too high!

Good luck! If you win you get to have a pretty fun conversation with someone.

And don’t be too discouraged if you lose here – it’s a very unique level and quite hard at first, but with some practice this stage can be consistently won and is arguably easier than the second level.

Appendix A – Kin

Kin

Human:
CP Bonus: +10% bonus damage for 100 CP
Unlock: Already unlocked
Tips: Human is the first race you start with and never a bad choice. Humans really shine in long dungeons, especially where physical damage is a focus – at high levels, they have arguably the most powerful CP bonus, but it is very low impact in the early game. They work best for classes that focus on physical damage, especially those with boosted base damage. They have some synergy with Taurog (due to the +5 base damage) and GG (humility also offers +5 base damage and is strong in the same cases where human is strong).

Elf:
CP Bonus: +1 max mana for 70 CP
Unlock: Defeat Dangerous Investments in the Den of Danger
Tips: Elf can greatly increase your upper bound on magical power, but the bigger your mana bar the longer it takes to fill it up. Elves are at their best in dungeons where regen fighting isn’t very effective and enemies/bosses are very vulnerable to spells, and they work best with classes that focus on magical abilities. They work well with gods that can help you refill your mana bar, like GG.

Dwarf:
CP Bonus: +10 max HP for 80 CP
Unlock: Defeat Venture Capital in Venture Caves
Tips: Dwarves have been buffed significantly in Rewind, and now provide a flat healh bonus. At low levels, this is a crazy boost to your spiking potental, but that huge help bar takes a LOT of blackspace to refill. The bonus is lower impact at high levels, but can still be substantial. Dwarves work best on melee classes with good damage/resistances to benefit from that extra health. Dwarves let you go for gods that focus on boosting damage, like Binlor or Taurog, instead of those that offer increased health, like JJ/EM/GG.

Halfling:
CP Bonus: +1 health potion for 80 CP
Unlock: Found in a subdungeon in any Northern dungeon (maybe elsewhere too) – give the halfling inside a health potion and then either win or retreat to unlock Halflings.
Tips: Unlike most other races, halfling doesn’t provide any long term advantages – but you trade that for extra health spiking resources. Halflings are good in dungeons with a tough boss that is vulnerable to physical attacks, but weaker enemies. They work well with classes that either get more out of health or that have a strong early game but lack spiking potential. They have synergy with gods that increase max health, like EM or JJ (especially JJ!).

Gnome:
CP Bonus: +1 mana potion for 90 CP
Unlock: Found in a subdungeon in any Center or Northern dungeon (maybe elsewhere too) – give the gnome inside a mana potion and then either win or retreat to unlock Gnomes.
Tips: Like the halflings, gnomes trade long term benefits for a powerful spike. Gnomes are strongest in dungeons with a tough boss that is vulnerable to magical attacks, but weaker enemies. They work well with classes that either get more out of their mana or that have a strong early game but lack spiking potential. Gods that increase max mana, like Mystera or JJ, work great with gnomes.

Orc:
CP Bonus: +2 base damage for 100 CP
Unlock: Found in a subdungeon in any Center or Western dungeon (maybe elsewhere too) – they offer you some “tea” which you will have to drink and then either win or retreat.
Tips: Orcs offer an alternative physical boost to humans – one that is VERY strong in the early game but a bit weaker in the late game. They are best in shorter dungeons with tough early games, or for classes with high bonus damage modifiers. Gods that offer additional bonus damage, like Binlor and Taurog, work well with Orcs.

Goblin:
CP Bonus: +5(+1 each time you use it) XP for 85 CP
Unlock: Found in a subdungeon in any Center or Southern dungeon (maybe elsewhere too) – the goblin inside asks for 20 gold. Give it to him and when you win or retreat you will unlock Goblins!
Tips: Goblins are an interesting race that are most similar to the halfling or gnome races. Instead of items or stat benefits, they give you bonus XP. This has a number of uses – it can be used for easier levelling in a tough phase of a dungeon, or it can be used towards the end to reach a level up threshold and get a full refill. Goblins are strongest in shorter dungeons with either tough enemies or limited XP, or for classes that benefit strongly from being high level. They have some synergy with TT (easier piety) and GG (humility + piety).

Appendix B – Standard Classes (part 1)

This section will describe all standard, non monster classes (any class where you can choose one of the standard races). I’ll break it up by building:

Guild

Fighter:

  • Instincts: Can scout enemies in a wider radius
  • Veteran: -10% XP needed per level, when you take damage from a higher level monster for the first time (per monster) you get XP equal to the level difference.
  • Pit Dog: Starts with 1 layer of death protection

Unlock: Upgrade the Guild for 150 gold
Recommended races: Any, Dwarf
Tips: Fighters are a very versatile and simple class. Their most notable ability is their faster XP gain – this makes them a strong choice for dungeons with limited XP, but weak in long dungeons where you would be reaching level 10 anyways. They are also better at scouting, making it easier to find good targets early. Veteran rewards you for fighting tougher enemies, if you can take a hit (dwarf helps with this!).

Berserker:

  • Bloodlust: +20% bonus damage against higher level enemies, +5 inventory space
  • Mageslay: +20% bonus damage, glyphs cost 2 more
  • Spellkill: +50% magic resist

Unlock: Upgrade the Guild for 1000 gold
Recommended races: Orc, Halfling
Tips: Berserkers are totally focused on melee, but at the cost of more expensive spells. They are a good choice in dungeons with lots of magical enemies vulnerable to physical attacks, but obviously you don’t when to use them in dungeons that necessitate a caster approach. You shouldn’t usually entirely forgo glyphs with Berserkers! They can still be useful, they are just weaker.

Warlord:

  • Courageous: Drinking a mana potion gives you +30% bonus damage on your next attack
  • Determined: +30% bonus damage when below half health
  • Defiant: Start with CYDSTEPP, CYDSTEPP is always castable

Unlock: Upgrade the Guild for 3000 gold
Recommended races: Orc, Gnome, Elf
Tips: Warlords are a unique class with a glass cannon approach. They can cast CYDSTEPP even when at low health, so you can cast CYDSTEPP before a fight then come in with full mana and cast it another time during the fight, letting them get in 2 extra hits. This is very powerful, especially against enemies with low health, but it also consumes a lot of blackspace, so warlords don’t make very good regen fighters.

Mage Tower

Wizard:

  • Magic Sense: You can see glyph locations and they are all small items
  • Magic Affinity: Glyphs cost -1 mana, converting an item drains 10 CP from every glyph in your inventory and gives you that much CP
  • Magic Attunement: Starts with BURNDAYRAZ and BURNDAYRAZ inflicts 2 burning per cast instead of 1

Unlock: Upgrade the Mage Tower for 150 gold
Recommended races: Gnome, Elf, Orc, Human
Tips: Wizards are the quintessential caster class – all of their skills boost the effectiveness of their spells. It’s not directly mentioned, but attunement also results in you getting an extra spell – you can still find 5 in the dungeon even though you start with BURNDAYRAZ. The mana discount is very powerful – it lets you cast two fireballs right off the bat, giving you a strong early game, and it lets you easily reach 3 fireballs with only 2 extra mana along with the boosters. Wizards make very good PISORF casters, especially Orc Wizards, since PISORF gets a 25% discount.

Sorceror:

  • Essence Transit: You regenerate 2 hp for every 1 mana point spent
  • Arcane Knowledge: +5 max mana
  • Mana Shield: Every time an enemy hits you, they take 1 magical damage per your level

Unlock: Upgrade the Mage Tower for 1000 gold
Recommended races: Gnome, Elf, Human, Orc
Tips: Sorcerors are a powerful hybrid class with an immensely strong early game – because Essence Transit is a flat restore, at low level it will usually refill your entire health bar! They work well in dungeons where you can get a lot out of both health and mana.

Bloodmage:

  • Power-Hungry: Mana potions restore 60% instead of 40%, and give you +2% sanguine
  • Sanguine: Start with 20% sanguine, drinking blood restores 1 mana
  • Insane: -3 max mana, start with BLUDTOPOWA

Unlock: Upgrade the Mage Tower for 3000 gold
Recommended races: Gnome, Elf, Dwarf, Human, Orc
Tips: Bloodmages are an interesting class that start with BLUDTOPOWA – a glyph that lets you convert health to mana. This lets them take a full caster approach to combat, and their sanguine and powerful potions give them a strong late game spike with both health and mana. However, of the caster classes, they have the weakest early game, so they struggle in dungeons with tough early phases.

Thieves’ Den

Thief:

  • Stabber: +30% bonus damage against full health enemies
  • Hoarder: +33% more items in the dungeon
  • Survivor: Health potions restore 20% mana, mana potions restore 20% health

Unlock: Upgrade the Thieves’ Den for 150 gold
Recommended races: Orc, Human, Halfling, Gnome
Tips: Thief is another take on a “generic” class, similar to the fighter. The thief’s main advantage is Hoarder, which provides you an extra health potion + mana potion, an extra stat booster of each type, around +6 gold on average (+9 with black market), an extra glyph (2 extra if you prepped extra glyphs), and 2 extra shops. It’s a LOT of subtle benefits but they really add up! Additionally, thieves get more out of their potions, which is great since they have extras. Thieves can work in any kind of dungeon, although they lean *slightly* towards dungeons that reward spiking instead of regen fighting due to their boosted potions and stronger first attack.

Appendix B – Standard Classes (part 2)

Rogue:

  • Dangerous: +40% bonus damage but -5 health per level
  • Dexterous: Permanent first strike
  • Evasive: +20% dodge

Unlock: Upgrade the Thieves’ Den for 1000 gold
Recommended kin: Orc, Dwarf
Tips: Rogues are powerful glass cannons that have a very unique playstyle – they have terrible HP but insane damage and first strike, so you can often kill enemies without taking any damage at all. They are at their best in dungeons with lots of low health enemies. If you can take a hit from something, they actually make pretty powerful regen fighters due to their high attack, but that’s pretty rare. You’ll want to plan ahead with rogues – make sure you know how much attack the boss has and what your plan is for being able to take a hit from it. Dwarf can work well, but if you still want the huge damage of an Orc you can also use gods like JJ or GG.

Assassin:

  • Poisoned Blade: Start with APHEELSIK, +40% damage against poisoned monsters
  • Light Foot: If you explore all the space around a monster you gain first strike against it
  • Swift Hand: -20% bonus damage, but attacking a monster that is lower level will always kill it instantly, bypassing most traits (not riposte or unstable or corrupting aura)

Unlock: Upgrade the Thieves’ Den for 3000 gold
Recommended kin: Orc, Goblin
Tips: Assassins are a class focused on regen fighters – they can poison enemies, blocking their regen and giving themselves bonus damage. Additionally, while regen fighting they can corner the enemy and finish it off with first strike. Assassins also have the unique ability to instantly kill any lower level enemy, bypassing all defensive abilities and First Strike – this makes them excellent at focusing down high level targets and then mopping up popcorn without any difficulties. They work best in dungeons without lot of Undead and with high HP, low attack enemies/bosses.

Church

:Priest:

  • Good Health: +3 health per level
  • Good Drink: Health potions restore 100% instead of 40%
  • Good Golly: +100% bonus damage against Undead enemies

Unlock: Upgrade the Church for 150 gold
Recommended kin: Orc, Halfling, Human
Tips: Priests are a fairly straightforward tanky class. Thanks to their high health bars but mediocre damage, they are good at bursting down enemies but not very good at regen fighting – except against Undead. They have a very strong late game spike, especially for Halfling priests. They work best against dungeons where regen fighting isn’t very strong or the boss requires a big health spike. If there is lots of Undead enemies or an Undead boss, that’s a strong bonus – especially for an Orc!

Monk:

  • Hand to Hand: -2 base damage per level, -30% bonus damage
  • Discipline: doubled health regen
  • Diamond body: +50% physical resistance, resistance cap raised from 65% to 75%

Unlock: Upgrade the Church for 1000 gold
Recommended kin: Orc
Tips: Monk is an interesting class – discipline and diamond body are hands down some of the strongest abilities in the game, but hand to hand is a serious weakness. Orc’s racial bonus can partially account for the reduced damage. Monks are best in dungeons that encourage regen fighting, or very long dungeons where resistance stacking is powerful.

Paladin:

  • Holy Work: Can’t convert religions, but boons cost 20% less (rounded down) and gods don’t punish you for losing piety
  • Holy Hands: Start with HALPMEH, HALPMEH heals 5 HP per level instead of 4
  • Holy Shield: +25% physical resistance

Unlock: Upgrade the Church for 3000 gold
Recommended kin: Human, Halfling, Dwarf, Any
Tips: Paladin is a very interesting class with a unique approach to gods – he has to fully commit to one, but he can get more out of it than anyone else and can freely indulge in that god’s dislikes as long as he is low on piety. He can work with any god but you’ll have to think about how much that god will help in a particular dungeon.

Appendix B – Standard Classes (part 3)

Explorer’s Guild

Crusader:

  • Scars: Immunity to poison, mana burn, and curse
  • Momentum: Kill add +15% bonus damage, levelling up or damaging enemies without killing them halves your bonus from this
  • Martyr: +1 altar spawn.

Unlock: After unlocking all gods, can be found in a subdungeon. Speak to him once you have 100 piety and then either retreat or win to unlock him.
Recommended kin: Orc, Halfling, Dwarf
Tips: The Crusader is sort of interesting – it has 3 pretty disparate but quite useful abilities. Scars is very helpful in dungeons with lots of poison and mana burn and curse, and enables consequence free resist stacking. Momentum is a strong attack buff that lets you get more out of your popcorn. Martyr is a free Conjunction (that can stack with Conjunction!) and enables all sorts of crazy god conversion antics, as well as helping you find desecration targets. Because of these abilities, she can work well in many different dungeons.

Transmuter:

  • Inner Focus: 1 CP per mana spent when casting a spell
  • Dungeon Lore: Start with LEMMISI
  • Spirit Sword: Whenever you hit the CP threshold, you get temporary base damage equal to your max mana (not current mana)

Unlock: Found in a subdungeon in the West, might require something. Just talk to her and then retreat or win to unlock Transmuter.
Recommended kin: Human, Elf, Goblin, Any
Tips: Transmuters can get a lot more CP than other classes, so they really depend on your kin choice. An Elf transmuter can get lots of mana (and therefore very powerful spirit sword), a Human transmuter can get insane attack in the long term and hit really hard with Spirit Sword, and a Goblin transmuter can give you enough XP to skip an entire phase of a dungeon.

Tinker:

  • Merchant: 2 extra shops
  • Negotiator: Items cost 5 gold less
  • Macguyver: Starts with 2 compression seals, 2 transmutation seals, and a translocation seal, and you can see the location of stairs.

Unlock: Found in a secret subdungeon after you have unlocked the Alchemist. Talk to him and then retreat or win.
Recommended kin: Any
Tips: Tinkers are another take on a jack-of-all-trades class. All of their abilities have to do with gold and items – they start with a kit that lets them get and hold lots of items, and they have more shops and more gold. They can adapt to anything but a lot of it depends on what you have in your shops – preps like Elite items or Quest items (or reroll if you have EE) are a great idea. Tinkers can work anywhere where there are shops.

Audit Zeppelin

Chemist:

  • Additives: Start with BYSSEPS. BYSSEPS can stack and gives +1 base damage, but each cast doubles the cost.
  • Preservatives: One more potion shop.
  • Colourants: Health and mana potions only restore 20% instead of 40%, but drinking a health or mana potion puts you into a form where you restore double of that stat but none of the other as you explore. You return to the standard form when you level up.

Unlock: Found in a subdungeon in various places. You’ll need to destroy some walls to find an item for the Chemist here to unlock Chemists.
Recommended kin: Orc, Elf, Gnome
Tips: The Chemist is an interesting class. Additives gives you a unique way to approach combat – you can stack up a ton of damage and then take out huge chunks of health in one hit. Either Orc or Elf is the best choice if you want to stick with this approach. Colourants, mostly useful for mana form, lets you choose to double your regen at the cost of a potion. With BURNDAYRAZ, this can be a powerful way to regen fight, especially for a Gnome chemist. The health regen form is generally worse, so halfling doesn’t usually work as well.

Appendix C – Monster Classes

Monster classes are classes with a unique, fixed kin.

Alchemist

Gorgon:

  • Azure Body: +25% physical resist, deathgaze immune, -50% bonus damage
  • Sapphire Locks: +5 poisonous strike, petrifies enemies when it kills them, starts with ENDISWAL
  • Amethyst Stare: Start with 10% deathgaze (deathgaze additionally deals your base damage as unresistable damage before all other attacks whenever you attack an enemy below that percent of health)

Conversion bonus: +5% deathgaze for 100 CP
Unlock: Complete the quest in Naga City
Tips: Gorgons are regen fighters with low damage but the ability to poison their enemies and finish them off with deathgaze. They also start with ENDISWAL, which lets them get around obstacles and helps them deal with their petrification. They work well in dungeons with lots of non-Undead, low damage, high HP enemies, especially if those enemies rely on resistances. They have an obvious and powerful synergy with Binlor, but can work well with lots of gods.

Half-Dragon:

  • Dragon Breath: Permanent Magical Attack
  • Dragon Tail: +20% knockback damage
  • Dragon Stature: +10 max HP, fully scouts all tiles in a 5×5 radius at all times

Conversion bonus: +20% knockback damage for 100 CP
Unlock: Complete the quest in Dragon Isles
Tips: Half-Dragons are a melee-focused class with a mix of magical and physical damage. They have the potential for tons of damage (+20% for every 100 CP!) but this requires them to line up enemies carefully. Positioning spells like WEYTWUT, PISORF, and ENDISWAL can be very useful here! They work well against enemies that are vulnerable to melee, but don’t have a particular strength or weakness against magical or physical damage. Like gorgons, they work well with Binlor but can make use of other gods as well.

Vampire:

  • Eternal Thirst: +1 lifesteal, +10% sanguine
  • Undead: Immune to poison and mana burn
  • Damned: Can’t worship, can’t regen mana when not at full health, health regen doesn’t scale with level

Conversion bonus: +1 lifesteal for 120 CP
Unlock: Complete the quest in Vicious Steel
Tips: The Vampire is a very unique class focused on lifesteal. Brief aside about the way lifesteal works – if you have N lifesteal, every time you melee an enemy you regain N health per level, or 2*N health per level if the enemy is lower level than you. However, you can’t regain more health than you did damage. The vampire can get insane amounts of lifesteal (in longer dungeons it is possible to get so much that you are fully stealing as much HP as you are doing damage, at which point it won’t help to get more unless you also get more damage) but has awful regeneration without it, so you have to make careful use of it to win. A common strategy with vampire involves “bloodcows” – high health, low attack monsters that you keep alive so you can keep leeching off them and then let them regenerate. This can effectively give you immense regeneration, if you can get lots of bloodcows. Vampires are at their best in dungeons with lots of low attack, high health, non-Bloodless monsters or bosses – anything with Fast Regen is a big bonus!

Audit Zeppelin

Rat Monarch:

  • Regal Hygiene: +1 corrosive strike per level
  • Regal Perks: All shops are scouted, buying items restores 50% stats and can overheal
  • Regal Size: Small items still take up 5 inventory slots, -2 max mana, -2 max health per level, -4 base damage per level

Conversion bonus: +1 corrosive strike for 80 CP
Unlock: Complete the quest in Demonic Library.
Tips: The Rat Monarch is one of the strangest classes in the game – it has absolutely TERRIBLE stats (a modest mana and health debuff and garbage damage) but tons of corrosive strike that lets it slowly whittle down any enemy it can take a hit from, with enough blackspace. The rat monarch benefits heavily from knockback, as knockback damage is flatly increased by corrosion – as such, Bear Mace is a great prep, PISORF is a great spell, and Binlor is a great god. The rat monarch can be thought of as a challenge class, but there are a few dungeons where it is an actually strong choice – mostly dungeons with a single, massive health, low damage boss, which the Rat Monarch can corrode to death as soon as it can take a hit.

Goat Glade

Goatperson:

  • Scapegoat: Randomly worships a new god (that is in that dun
    geon) every level, no conversions or desecrations
  • Prototype: No refill on level up, bosses drop gold instead of trophies
  • Herbivore: Starts with 99 food, monsters drop 9 food when killed. Consumes 1 food for every tile explored, without food will starve to death, food can be converted for 3 CP each by clicking on it

Conversion bonus: A full restore for 100(+10 each time) CP
Unlock: After unlocking all gods, upgrade the Goat Glade for 3000 gold.
Tips: The Goatperson is a very challenging class that is never an optimal choice – but I think in the average dungeon it is a bit easier with goat than with Rat Monarch. All of it’s traits may look like harsh penalties, but Scapegoat can actually be leveraged to your advantage. You can get the benefits of worshipping many different gods without having to spend 25+ piety on conversion. This can be very powerful, as most gods have 1 or 2 cheap, high impact boons to reward worship (like Earthmother’s entanglement, Tikki Tooki’s Learning, sometimes GG’s Humility). It also lets you take better advantage of likes and dislikes by temporarily avoiding them – for example, if you are on Dracul, just don’t kill Undead or drink health potions until you level up and switch to someone else. Additionally, Goatperson’s CP bonus is VERY strong – it’s similar to the potion races but much more powerful, but without potion synergies and with an increasing cost.

Appendix D – Badges and Dungeon Completion

In addition to the quests dungeons have, each dungeon keeps track of your completion. This includes what classes you have completed it with and what badges you have earned.

There are 22 classes in the game. There are 11 badges in the game.

Each class you complete a dungeon with and each badge you earn on a dungeon increases your completion of that dungeon – this is a simple counter that just adds up # of classes + # of badges. You don’t need to earn all the badges at the same time or with all the classes for this, you just need to earn each badge at least once.

Once you get to around half completion, the dungeon gets a bronze-silvery border along the bottom. Once you get near full completion, the border turns golden. When you fully complete a dungeon, the border turns into a rainbow.

I’ll talk a bit about each badge. Keep in mind you need to WIN to earn badges!

Cheeky: (rewards 50 gold)
Earned by having your first kill be at least 1 level higher than you. This is pretty trivial on most dungeons, as you should be trying to do that anyways.

Faithless: (rewards 50 gold)
Win without using any gods. Vampire doesn’t count! Anything that works well with the dungeon is a good pick here.

Ding! Max: (rewards 50 gold)
Win and reach level 10. The difficulty of this varies from dungeon to dungeon – using a Goblin or a Fighter can help. I usually use a Goblin Assassin when I want this.

Hoarder: (rewards 50 gold)
No conversions. This one is pretty tough most of the time, and the best strategy really varies from dungeon to dungeon.

Miser: (rewards 50 gold)
No buying items. This one is moderately difficult depending on the dungeon. Using classes that aren’t dependent on items, like sorcerer, is helpful, and you can bring things like the crystal ball to use up your gold. Also, translocation scroll doesn’t count as purchasing for this badge so you can use it!

Feeling Parched: (rewards 50 gold)
This is usually one of the hardest badges to earn. Drinking any potions of any kind will prevent you from earning this badge. You’ll want to use a class with a powerful late game that isn’t dependent on potions, like vampire or wizard.

Purist: (rewards 50 gold)
Win without any preperations. This is one of the hardest badges, and you’ll really need to understand a dungeon well and choose a good class for that dungeon to win.

Specialist: (rewards 50 gold)
Win and only deal one type of damage (either physical or magical) to the final boss. This one is usually pretty simple. Notably, Half-Dragon will always earn this unless it uses the PISORF spell, because Half-Dragon’s knockback doesn’t count against this badge.

Unstoppable: (rewards 50 gold)
Win and kill all level 8 or higher monsters without petrifying them. This one is moderately tough, but can usually be done pretty easily using Assassin’s swift hand.

Warmonger: (rewards 50 gold)
Win without casting any glyphs. This is one of the harder badges – you will want to use a non-glyph dependent class, like Berserker or vampire.

Vicious: (rewards 500 gold)
Bring in the Vicious token and win. The vicious token overrides the dungeon difficulty modifier and sets all monsters attack to 160% of normal and health to 200% of normal. This is unlocked by defeating the Tower of Gaan-telet. It’s by far the hardest base game badge to earn – it makes every dungeon orders of magnitudes harder. Keep in mind it effects the bosses as well as the enemies! Because of the way it works, it has a bigger effect on easier dungeons than hard ones. Regen fighting is stronger here due to enemies have inflated health pools, and items like balanced dagger become a lot better.

Appendix E – Preperations (part 1)

I’ll break this up by building.

Blacksmith

Slayer Wand: (5 gold)
Use to destroy an enemy and gain XP capped at your level (you can also get bonus XP for this, which goes past the cap).

This is often hard to justify bringing due to taking up a large item slot and not providing the long term benefits of other Blacksmith items, and because often the enemies you want to kill with it (like Havendale’s Bridge Troll) are immune to it. However, in situations where there is a very tough enemy that you need to kill (like Dragon Isles or Fighter Gold) it can be quite useful.

Sword: (25 gold)
Grants +2 base damage.

Compared to the perseverance badge, this is usually a worse option due to not scaling as well and taking up a large item slot, but in situations where extra base damage is very useful it can work well.

Shield: (15 gold)
Grants +2 damage reduction.

This is a solid defensive item at early levels but falls off at higher levels. It is mostly only worth taking for characters that really want to focus on defense or for maps where some damage reduction is very useful. Usually there are better ways to get damage reduction – I generally only take this if I don’t want anything else.

Bear Mace: (12 gold)
Grants +20% knockback damage.

This is one of the more useful blacksmith preps – there are a couple situations where bear mace really helps. It can be good for Binlor strats or dungeons with a dense layout, to help you break walls. It also circumvents Blink (enemies can only blink if they are next to you after the attack, so if you push them they won’t blink) and is VERY strong for Rat Monarch, because corrosion triggers on knockback damage as well as attack damage, so you basically get double the corrosion scaling.

Really Big Sword: (12 gold)
Gives you the Slow debuff (always strike second), but lets you pierce up to 35% physical resistance.

This is a very situational item due to the fairly harsh debuff and the fact that its effect usually doesn’t come into play at all. However, for maps with a tough boss with high resistances (like Ick Swamp or VGT) or lots of enemies with physical resist, it can be invaluable. Pairs well with Platemail since you will be slow anyways.

Perseverance Badge: (15 gold)
Small items, +10% bonus damage.

This is an excellent all around prep – a scaling increase to damage at basically no penalty. If you don’t know what to take from the blacksmith, you can never go wrong with this.

Alchemist

Compression Seal: (16 gold)
Small item, use to turn a large item or glyph small.

This is always useful and a great prep for any dungeon, unless you really think you won’t be having any issues with inventory space. For long dungeons (like VGT or Naga City), it is by far the best choice from the Alchemist.

Transmutation Seal: (36 gold)
Small item, use to turn an item into gold equal to its value, or to turn a wall into 10 gold.

This is a pretty solid prep anywhere with a secret subdungeon for classes without an easy way to break through walls. It is also good for dungeons with limited gold or classes that want lots of gold (tinker or rat monarch or thief, although for tinker at least you would definitely be better off with a compression seal). It also has some niche use in dungeons where walls block off an area, like Dragon Isles.

Translocation Seal: (43 gold)
Small item, use on a shop to steal its item.

This seal is good in dungeons with limited gold, and is a great prep if you are prepping Elite Items and hoping to find Amulet of Yandor.

Explorer’s Guild

Vicious Token: (20 gold)
Makes a dungeon harder but lets you earn the Vicious badge, see the Badges section.

Witch

The witch is special because you can choose up to 4 things to bring, and by default she gives you a health+mana potion.

Health Potion: (0 gold)
Restores 40% health, cures poison, small, stacks.

Part of the default kit – good to bring for characters that get a lot out of their health potions (Priests, Thieves, JJ worshippers) or in situations where inventory space is tight. Since it is free, unless you need the space for 4 other potions, you should always bring this.

Mana Potion: (0 gold)
Restores 40% mana, cures mana burn, small, stacks.

Part of the default kit – good to bring for characters that get a lot out of their mana potions (Sorcerors, Bloodmages, Thieves, JJ worshippers, Mystera worshippers) or in situations where inventory space is tight. Since it is free, unless you need the space for 4 other potions, you should always bring this.

Burn Salve: (8 gold)
Removes all stacks of corrosion, curse mana burn, small, stacks.

One of the only ways in the game to remove corrosion – invaluable in levels with lots of corrosion, otherwise there is obviously no need for it.

Fortitude Tonic: (8 gold)
Removes all stacks of weakening, curse poisoning, small, stacks.

One of the only ways in the game to remove weakening – invaluable in levels with lots of weakening, otherwise there is obviously no need for it.

Strength Potion: (15 gold)
Drains your mana, grants +1 base damage per level and +1 base damage per mana point drained on your next attack, small, stacks.

This is probably my least used potion, but it does have its uses – mostly for warmonger runs, where you have no other use for mana.

Schadenfreude Potion: (15 gold)
Use to gain the Schadenfreude effect, which causes your mana to be refilled by 1 point per point of damage the enemy deals the next time you are hit.

Quite strong for mana spiking strategies, especially for characters with high max mana (like Sorceror or Mystera worshippers or Elves). This is almost always a full refill but you do have to keep in mind that you have to be able to take a hit to use it!

Reflex Potion: (15 gold)
Use to gain the Reflex effect, causing your next attack to deal damage twice, once before the enemy attack and once after.

This potion is basically always useful and never a bad choice – a free hit on a boss can be very powerful!

Quicksilver: (15 gold)
Use to gain +50 dodge and dodge prediction until you dodge an attack.

This is usually just a moderately worse version of Reflex potion, but that still makes it quite good and often worth prepping unless you are low on prep slots. It is extra useful on bosses that you otherwise would not be able to take a hit from, like Bleaty. If you use this and the dodge prediction says no dodge, you can take hits from low damage targets until it says dodge and then switch back to your actual target – but that isn’t always practical, so it is best to use this early in a fight so that at some point you will get lucky and roll the dodge.

Can of Whupazz: (20 gold)
Use to gain the Crushing Blow effect, causing your next attack to remove 25% of your target’s current HP. This overrides the Reflex effect, so don’t use both potions at the same time.

This is the only potion that you cannot buy in potions shops or get from gods – you can only get it from preps (ok technically one subdungeon also offers it but at great cost and that’s not consistent). It is extremely useful in dungeons with a boss with a massive healthpool (like the Spider Script, or Dragon Isles, or VGT) but in most dungeons it is outclassed by Reflex or Quicksilver potions – I would say you should only bring this if you think 25% of the bosses max HP is going to be more than 2 hits worth of damage (usually this requires the boss to have about 700 or 800 hp or higher).

Appendix E – Preparations (part 2)

Bazaar

Shop Scroll: (5 gold)
Gives you a shop scroll which you can use to summon a shop.

I’ve never used this but I’m sure it could be useful for like, a Rat Monarch or Tinker in a dungeon with tons of gold (like Naga City) or anyone in a level with very few shops. It’s not bad but I think it is usually outclassed.

Apothecary: (33 gold)
Spawns an extra apothecary in the dungeon, but you can’t buy the same potion twice.

The only situation I think this can be useful in is for dungeons with so many debuffs that you really want 2 burn salves and 2 fortitude tonics.

Quest Items: (44 gold)
Makes quest items more likely to appear. (Changes the item spawn priority from common > quest > elite to quest > common > elite)

This is usually the best Bazaar prep – quest items are, on average, the strongest item pool and common items are the weakest, so this greatly increases the average quality of shops.

Elite Items: (55 gold)
Makes elite items more likely to appear. (Changes the item spawn priority from common > quest > elite to elite > common > quest)

This is situationally useful. Elite items are generally better than common items, but their quality is more varied than quest items and this prep also decreases the spawn rate of quest items. This is most useful when you really want some specific quest items – usually you want Amulet of Yandor. The elite item pool is very small, so with careful use of veto slots this prep can be used to make a specific elite item very likely to spawn, at the cost of weaker shops on average.

Thief Den

Bet on the Boss: (5 gold)
The trophy you take out of the dungeon is worth +50% gold.

A good way to earn gold. Usually, this gives you +75 gold – in a burning dungeon (I believe this mechanic starts happening after you beat hard Gaan-Telet?), it is +225 gold. There is no benefit in dungeon to this, so if you are trying to win a difficult challenge you will probably want something else.

Smuggler Den: (10 gold)
Adds a subdungeon near the start with a small amount of blackspace. The subdungeon pulls some level 1 monsters and 1 of each booster from the main dungeon.

This can be useful for dungeons with limited blackspace or a tough early game, and it is never a BAD prep really. I think usually it is outclassed by black market or patches, though.

Black Market: (15 gold)
All gold piles give +1 gold.

This is usually the best prep from here and always useful. The basic dungeon layout has 10 gold piles, so that is +10 gold to work with, but it is very common to obtain extra gold piles – from subdungeons, from special dungeon mechanics, from petrifying and then breaking enemies, etc, and black market effects these gold piles too. The only place this wouldn’t always be useful is a dungeon where you have waaaay more gold than you know what to do with.

Patches the Teddy: (15 gold)
An item that grants a random benefit (+3 health, +3 gold, +5% bonus damage, +1 mana, +4% resists) and a random penalty (mana burn, poison, teleport, reveal some tiles) every time you level up.

This is an interesting prep – usually the upsides are not worth it, but in very long dungeons this can be quite powerful and often stronger than black market – especially for characters that can shrug off some of the penalties. For example, in VGT, this is a great prep for Vampire because he is immune to the worst penalties and really benefits from the resistances.

Mage Tower

Flame Magnet:
Grabs BURNDAYRAZ off the ground and puts it in your inventory immediately. If you already start with BURNDAYRAZ, grabs a random glyph instead.

This is a good prep that can help a lot with the early game, especially for characters like Sorceror or Bloodmage, but the problem is that it has to compete with Extra Attack Boosters – and usually +20% bonus damage is just better. However, this is probably better for dungeons with a really rough early game but an easier endgame. It’s also often worth prepping for Goatperson because Goatperson can’t take their time and explore a lot without many kills in the early game.

Fewer Glyphs:
Removes a glyph from the dungeon (usually this means there are 4 glyphs instead of 5), but all glyphs are now worth 150 CP instead of 100 (usually this gives a total of 600 CP instead of 500)

This can be a good prep in runs where you are VERY CP dependent, like for a Vampire or Rat Monarch. Again, for most characters it is usually outclassed by the attack boosters.

Extra Glyph: (20 gold)
Adds a glyph to the dungeon (6 instead of 5) but all glyphs are now 80 CP instead of 100 (total of 480 instead of 500)

This can be a good prep in runs where you are really hoping for a couple specific glyphs – like if you really need ENDISWAL and APHEELSIK you might want to prep this – especially because, assuming you will hold on to one glyph for the boss, you are actually not losing any CP from this. However, once again, you have to think about if you would rather have that or +20% bonus damage.

Extra Attack Boosters: (10 gold)
Adds 2 more attack boosters to the dungeon (+20% bonus damage total).

This is an excellent prep and you can never go wrong with more damage for no penalty. I would always take this unless you are doing purist or really want something else from here for a specific strat.

Extra Health Boosters: (10 gold)
Adds 2 more health boosters to the dungeon (+2 max health per level total)

This is probably my least used mage tower prep because max health is usually the least useful stat, but if you really need a ton of health for a high damage boss this can be worth it for sure.

Extra Mana Boosters: (10 gold)
Adds 2 more mana boosters to the dungeon (+2 max mana total)

This is a good prep for when you need a very strong mana spike to beat a boss or you want to take a complete spellcasting approach. Otherwise, usually the attack boosters are better, even for spellcasters (as no class has to be totally devoted to spells – every class at least has some attack potential).

Appendix E – Preparations (part 3)

Church

All the preps here besides Conjunction also guarantee that the altar will spawn near you.

Conjunction: (50 gold)
Adds an extra altar to the dungeon (usually means 4 instead of 3).

This is an excellent all around prep that makes it easier to consistently get a couple of useful gods. It is never bad, I would always take it if you want to spend the gold and don’t want a specific god prepped. Also, you can’t prep the Pactmaker, so if you want its altar prep this – but its pretty rare to specifically want the Pactmaker since usually all you take from its altar is a late consensus.

Binlor: (10 gold)
Guarantees Binlor’s altar, but turns 30% of the walls to impenetrable tiles.

This is a good prep for when you need Binlor for a strat. The penalty here isn’t too harsh unless you really want to stick with Binlor for the entire run – and usually with Binlor you just grab stone fist and stone form and then convert out.

Dracul: (10 gold)
Guarantees Dracul’s altar, but 25% of enemies become Bloodless (no bloodpools and you can’t lifesteal from them).

This prep has one of the harsher penalties – it noticeably reduces Dracul’s effectiveness. Additionally, Dracul is not a very good early game god so the bonus of having his altar spawn near you isn’t usually very useful. However, in dungeons where Dracul is extremely strong, he is often still worth prepping.

The Earthmother: (10 gold)
Guarantees the Earthmother’s altar, but doubles her plant spawns.

This penalty can be very bad or not a problem at all, depending on the layout. In very dense dungeons, I would never prep this, but in very dense dungeons you probably don’t want the Earthmother anyways.

Glowing Guardian: (10 gold)
Guarantees the Glowing Guardian’s altar, but reduces his level up piety gain from 3(+3 stacking) per level to 0(+2 stacking) per level.

This is usually not a great prep – while GG is a fine god, most strategies don’t specifically need him and this is a fairly large reduction in how much piety you have. However, if you really need the Glowing Guardian specifically, this can be worthwhile.

Jehora Jeheyu: (10 gold)
Guarantees Jehora Jeheyu’s altar, but removes an inventory slot (you have 5 instead of 6).

This is an interesting prep – the penalty is quite harsh as inventory space can be tight in this game (especially when you have to carry JJ’s WEYTWUT around), however JJ is a VERY powerful early game god (+20 max health in the early game is HUGE, and WEYTWUT is a good glyph to have) so in dungeons that aren’t very long where the inventoy constraint won’t be a huge problem this is often a good prep.

Mystera: (10 gold)
Guarantees Mystera’s altar, but slows her piety gain by 25%.

This is often worth doing if you specifically want Mystera, as she is quite generous with piety and finding her early can help make up for the slowed piety gain. The main reason not to take this is usually there are a variety of gods a spellcaster would want (Mystera, Earthmother, Jehora, even Tikki Tooki) so you don’t specifically need Mystera and conjunction might be better.

Taurog: (10 gold)
Guarantees Taurog’s altar, but all enemies are Cowardly.

This is usually not a very bad penalty unless enemies have like lifesteal or debuffs. Definitely worth prepping when you want Taurog.

Tikki Tooki: (10 gold)
Guarantees Tikki Tooki’s altar, but Tikki Tooki now penalizes you even the first time you take damage from a monster (usually he doesn’t penalize until the second time).

This is a pretty steep penalty as often it is difficult to kill monsters without taking any hits at all – however, if you really need Tikki Tooki you can deal with the penalty.

Appendix E – Preparations (part 4)

Guild

So this building works differently. The guild has locker slots, which let you store items you found and bring them as preps. I believe the base game has up to 9 slots (6 you get from upgrading the guild, and 3 more from bank upgrades) and EE adds another 9 for a total of 18 slots. Trophy items (items with a little star in their info, like Avatar’s Codex) can only be used by bringing them from the locker, they cannot be bought in dungeons – so if you find one definitely store it in your locker!

Locker items cost the items cost rounded up to a multiple of 10 to bring into a dungeon. If you bring one in and lose it (either die, use it up somehow, or convert it) you will have to pay a 50 gold replacement fee to add it back to your locker before you can prep it again.

I’m not going to discuss every item in the game obviously, but I will talk about the trophy items and also the other good preps I regularly locker.

Avatar’s Codex: (40 gold) (dropped by the Avatar in Demonic Library)
Fireballs deal double damage and instantly max out burning stacks (+2 burning per level instead of a flat +1 burning), but all enemies have retaliate: fireball.

This is probably one of the strongest items in the game, but it really changes up your approach and isn’t always the right choice. It works well with things that slow enemies, as slowed enemies will not retaliate. Also, retaliation always happens after the fireballs, so basically your fireballs have first strike! Try it out on a sorcerer if you are new to the item!

Namtar’s Ward: (50 gold) (dropped by Namtar in Namtar’s Lair)
Immediately grants Death Protection, can be used once per level to gain Death Protection.

A very powerful item for high damage melee characters. Great for high damage but low health bosses or enemies! Try it out on a rogue if you are new to the item!

Dragon Shield: (30 gold) (dropped by the Matron of Flame in Dragon Isles)
+18% resists.

A great all around prep for any dungeon without tons of curse. Stacks well with other sources of resistances. Try it out on a monk or paladin if you are new to the item!

Naga Cauldron: (20 gold) (dropped by Prince Kinisssch in Naga City)
Potions can overheal you and potions gain +5% refill for every debuff you have (slow counts as a debuff, so if you have platemail or RBS they always gain some refill).

This is usually the weakest trophy item (I really think it should be +10% refill at least, potions just aren’t that good) but it has its uses. Notably, it works well for priests because otherwise they are always wasting some of their 100% refill, so try it out on a halfling priest!

Sensation Stone: (20 gold) (dropped by the Bridge Troll in Havendale Bridge)
Convert for +150 CP.

Can be a useful prep for CP dependent strats, like Vampire or Rat Monarch.

Fabulous Treasure: (100 gold) (dropped by Lord Sillyname in Thief Gold)
Worth 95 gold, so if you bring a transmutation seal you can immediately get 95 gold to work with.

Can be a useful prep in dungeons with limited gold. Try it out on a tinker or thief (along with a prepped transmutation seal for thief, tinker already starts with 2)!

Crystal Ball: (20 gold) (this is a quest item)
Gains 1 charge every time you cast a spell, can be used at the cost of 4(+2 each time) gold to restore 1 mana per charge.

One of the strongest quest items for spellcasters in dungeons with lots of gold. Lets you get TONS of mana refills – try it out on a sorceror!

Balloon: (dropped by Horatio in Tower of Gaan-Telet)
-10 weight, adds +10 CP to all other conversions while in inventory. Great for dungeons/builds where you have really cramped inventory. The conversion bonus is usually a minor benefit, but is VERY strong for goatperson.

Titan Guitar: (50 gold) (can be found in a subdungeon)
Prepping this destroys all walls in a dungeon, can be used to slow all enemies.

This is a super unique item that almost feels like cheating to prep – in dense dungeons, it gives you TONS of space to work with. The slow effect is also nice. If you are struggling with a dungeon like the Labyrinth or Grimm’s Grotto, try this out!

Amulet of Yandor: (50 gold) (this is just an elite item you can buy)
Can be used to consume for +50 XP.

A super useful item in dungeons with limited XP or a tough early game – can be used at level 1 to immediately skip to level 5!

Dwarven Gauntlets: (40 gold) (this is just an elite item you can buy)
+20% bonus damage, +2 health each time you level up.

A great all around prep – gives you lots of health and lots of damage. If you don’t know what to bring, you can never go wrong with this!

Mass09 Ledger: (10 gold) (subdungeon item)
Can be used repeatedly for 1 gold to shuffle all enemies in the dungeon.

Helps you find good targets without wasting blackspace, at the cost of some gold.

Pepper the Dog: (10 gold) (subdungeon item)
+10% bonus damage, can be consumed to turn the next enemy you hit into an Undead.

This usually isn’t very notable, but has some synergy with priest on one boss dungeons, especially Orc priest.

More of this sort of thing:

Written by kelpieq

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