Desktop Dungeons

Desktop Dungeons

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Comprehensive Dungeon Guide (Including Extreme Edition)
由 mouzy 制作
A comprehensive guide to every dungeon in both the main game and the extended edition, going over each quest. This guide currently covers every dungeon and all main quests and associated unlockables, and also includes information on almost every Disposable and Curious mission.
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Introduction
Hello! This guide is aimed at all player levels and covers strategies for every dungeon in the game, including their quests. This guide is about the Extreme Edition of Desktop Dungeons, an excellent fanmade mod which adds a ton of content to the game.

You can get the mod here[ddmod.weebly.com]. It's targeted towards experienced players so most of the content is fairly difficult and not accessible until pretty far into the base game, but there is some easier content which is available to newer players, including a couple new classes. I highly recommend you try it out! It's still a work in progress but it includes 6+ new classes, 18 new dungeons, a ton of items, and a bunch of other content.

This mod does not change any of the dungeons in the base game, so even if you aren't using the mod this guide can still help with the base game dungeons! I will tag all extreme edition content with [EE].

This guide does not cover class challenges - there are some other great guides up on the non extreme edition class challenges, and eventually I might get around to writing a guide for the extreme edition challenges.
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).

Recommended Classes+Races

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. 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

A Little Agreement: Defeat Hobbler's Hold (Rewards you with a Guild upgrade)

This is the first quest in the game and requires no special effort. If you are new to the game, read the tips above or look at the wiki for some beginner's tips!

Debt Destruction [EE]: Win and earn Scrooge (Unlocks the Scrooge badge)
★★★★★★★★
This is the introduction to the Scrooge badge. The dungeon plays as normal, but after winning you have to enter a large subdungeon and fight ALL TWELVE common bosses. They come with a lot of blackspace, they are XP valuable, and they are effected by the dungeon's 80% difficulty modifier, so it's not as bad as it sounds. Each boss also drops 25 gold when killed, so you can buy a lot of items to help you out.

Any approach can work but I did it with a Gnome Sorceror with crystal ball. Crystal ball is a great item here since you get so much gold, so you can basically use it without any penalty after you've killed a few bosses. But I also just like sorceror, so feel free to try with whatever class you feel you are best with.

Low Level Qualification [EE]: Win and earn Disposable (Unlocks the Disposable badge)
★★★★★★★
This is the introduction to the Disposable badge. In this quest, you have to beat the dungeon with a Human Gaurd holding a Spoon of Trials, which gives you +1 base damage but instantly kills you if you reach level 5.

This is a lot tougher than the standard fare with this dungeon, but it's not too bad. You should find all of the special items first and then reach level 2. Set up a level up catapult against the boss and reach level 3 to kill him (if you do it at 4, you will die after killing him from the XP!). Note that you will need to find a way to boost your health to start fighting him unless you are going full caster, as even with the health pendant you won't have enough damage to take a hit at level 2 or 3.

The True Lord [EE]: Win and earn Curious (Unlocks the Curious badge)
★★★★★★★★
This is the introduction to the Curious badge. You will have to win a harder version of Hobbler's hold, where Lord Gobb is level 15 instead of level 8. His stats are heavily boosted - he has 144 attack and 1004 hp. That's even more HP than you would expect from just the level boost.

You have a lot of flexibility with how to approach this, but I recommend a character that is good at spiking. I went with a Gnome Sorceror with a Crystal Ball, and I prepped Mystera Annur. That gives you a very powerful spike that doesn't care as much about Gobb's crazy attack. You might have more luck with a Wizard or Bloodmage if you want to forgo attacking entirely.

Straeynge Magiycks [EE]: Win and earn Egotistical (Unlocks the Egotistical badge)
★★★★
This is the introduction to the Egotistical badge. This badge replaces every enemy and boss in a dungeon with a harder variant. Meat men gain physical resistance, goats get high attack, warlocks get berserk, golems get death protection, wraiths get overhealed, dragonspawn get fast regen, goblins get corrosive, goo blobs get higher resistances, bandits get weakening blow, gorgons get higher deathgaze and retaliate: fireball, zombies revive, and vipers get magic resist+cowardly. The boss here gains 40% resistances and Corrosive.

Despite the harder enemy variants, this dungeon is still pretty simple since it retains it's easy modifier and low level boss.

Beating this quest will unlock the Egotistical badge and the Three Wishes questline.

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. This makes it the harder of the two, in my opinion.

Recommended Classes+Races

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 pretty 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, a very powerful 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!

Disposable - Tiresome Trial [EE]: Win and earn Disposable
★★★★★★★★★
In this disposable quest, you play as a Human Gaurd with a Binding Bead (restores 2 mana with each kill, but you can't regenerate mana while damaged and your mana is set to 0 when you level up) and a Sapping Sword (+1 lifesteal, but your health regeneration is capped at 1 per tile and your HP is set to 1 when you level up).

Sort of like playing a vampire - try to keep "bloodcows" that do less damage than you lifesteal alive. Finding more lifesteal is really helpful, Dracul is a GREAT god for this challenge.

Curious - Deadly Investments: Win and earn Curious
★★★★★★★★★★
You have to win a much tougher version of this dungeon, with much more exotic enemies (randomized each run), a 150% damage modifier, 1 random common boss, 1 random hard dungeon boss, and a souped up version of the Banker. The Banker has 57 attack, 666 hp, and 70% magic resistance.

This is very tough and you'll need a powerful physical approach to win. I did it with an Orc Rogue, bringing Namtar's Ward (the trophy for Namtar's Lair). Depending on your approach, the Banker will probably end up as the easiest boss thanks to his low attack.

Egotistical: Win and earn Egotistical
★★★★
Nothing particularly interesting to note here, uses the same upgraded common monsters as in Hobbler's Hold.
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.

Recommended Classes+Races

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 to see here besides try out the Wizard if you are struggling!

What's a Moneybin?: Win and reach level 10 to earn Unstoppable. (Rewards 500 gold and unlocks level 2 bank)
★★
This mission is just a standard run where you have to reach level 10. This will require some experience with fighting higher level monsters - as with most dungeons, there isn't enough XP to go around here to reach level 10 if you just fight same level or lower monsters all the time.

To make it easier, you can use the Fighter class, as they have an easier time reaching level 10.

Disposable - Collection of Alms [EE]: Defeat Venture Cave and earn Disposable.
★★★★★★★★
You play as a Human Gaurd with the Greedy Gloves (instead of XP, monsters give you gold when killed) and Steward's Sigil (you only gain +2 base damage and +5 HP per level instead of +5 and +10, but killing a monster gives you piety equal to its level).

This one is pretty tough, depending on your luck with shops! Fight higher level enemies and use items and glyphs to get as high level as possible - you can maybe reach 5, but it's doable at 4 depending on the boss. Hope you get a low HP boss. Use Mystera's boons to get a ton of max mana, flames, restoration, and mystic balance. You can prep Mystera's altar if you want. Dump all your fireballs at the boss using a levelup catapult if you can. If you get SMM or Frank or the Iron Man, probably just restart.

Curious - Vicious Capital [EE]: Defeat Venture Cave and earn Curious.
★★★★★★★★★
Very similar to the DoD curious quest. Monster difficulty is 150%, monsters are drawn from a wider pool, 1 random common boss, 1 random hard boss, and the Banker. The Banker has 57 attack, 666 hp, and 70% physical resistance.

You'll want to go for a mage build, but probably with some hybrid potential. I went with a gnome sorceror with crystal ball and Mystera, with a late conversion to Dracul. No special tips here really, just requires very careful play!

Egotistical: Win and earn Egotistical
★★★★
Nothing particularly interesting to note here, uses the same upgraded common monsters as in Hobbler's Hold.
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 labyrinth.

Recommended Classes+Races

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

Strategy

This is probably 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 the whole map before fighting the boss so he doesn't blink into your blackspace.

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.

Complicated Tasks, Part 2: Win without casting any glyphs to earn Warmonger. (Expands potion shops to sell burn salves)
★★★★
This is quite 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.

Disposable - Spirited Swordplay [EE]: Win and earn Disposable.
★★★★★★
This one is not too bad as long as you are careful with your approach. You play as a Human Gaurd with a Sept-Saber (+7 base damage, lose 1 base damage every time you attack, gain 5 base damage back every time you drink a potion) and a Bewitched Blade (+30% bonus damage, but ALL outgoing damage is halved when you are not at full mana)

I recommend bringing a sword to help you manage the damage loss from sept-saber, and bring as many potions as you can. Use potions you find to fight much higher level enemies and keep your damage up. Focus on high level enemies so you don't have to make very many attacks. I recommend a purely physical build - the boss's mana burn and the effect of binding blade just make spellcasting too weak. If you find ENDISWAL, use that to punch holes in the walls so that the boss is less likely to mana burn you, as it will make you lose damage. Soul orb is EXCELLENT here and makes the boss way easier - killing a plant will still make you lose 1 base damage, but it won't cut your damage output in half.

Curious - High Tide [EE]: Win and earn Curious.
★★★★★★
Like the other vanilla normal directional dungeons, this Curious challenge replaces the monsters with random monsters from Hard West dungeons, and adds an extra random boss from a Hard West dungeon, as well as increasing the dungeon's difficulty modifier to 130%. It makes things a lot tougher, but using the same strats as usual for this dungeon and the extra boss it shouldn't require much extra care.

Egotistical [EE]: Win and earn Egotistical.
★★★★
For this variant, Getanadafix has 10 layers of DP and spawns special plants with Unstable (damages you equal to it's lost HP, in this case 1, when you kill it) and 100% deathgaze. However, his health is reduced to 318. This can be quite dangerous, because if you do not have full health when you attack these plants you will die instantly. Saving some blackspace for the Getanadafix fight can help a lot with this but Blink can make that hard, so it's good to have other ways to deal with the plants (WONAFYT or Mas09 Ledger for pulling Getanadafix back to you, Sanguine to heal to full health, playing a Vampire or Abomination for the overheal), etc. The easiest is probably to just play a Gorgon and fully nullify the deathgaze.
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 gauranteed to appear, however Aequitas has half his usual health.

Gimmicks

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

Recommended Classes+Races

Any, but physical classes will have a tougher time with the bosses, which either have high damage 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 health 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.

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 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. This is very easy with any magical class.

Disposable - Magical Misery [EE]: Win and earn Disposable.
★★★★★★
You use a Human Gaurd with a Warding Pendant (casting fireballs grants a layer of stone skin but permanently gives your target +10% magical resistance) and a Channeler's Ring (+1 fireball damage but whenever you melee something you get one stack of weakening).

The items are scary looking but it's really not that bad. Warding pendant is unlikely to have much of a penalty against anything that's not a boss, and Channeler's ring will help you kill higher level enemies with purely magic. You can bring a fortitude tonic and buy another one in the dungeon, allowing you to occasionally use melee attacks without much long term penalty.

As always, take out Aequitas first. The hardest part of this is Tower of Goo, as his magic resistance gets fairly high after a couple fireballs. Just save all your potions for him and you should be fine.

Preparing Mystera's altar helps a lot!

Curious - Desert Dogfight [EE]: Win and earn Curious.
★★★★★★
Like the other vanilla normal directional dungeons, this Curious challenge replaces the monsters with random monsters from Hard West dungeons, and adds an extra random boss from a Hard West dungeon, as well as increasing the dungeon's difficulty modifier to 130%. It makes things a lot tougher, but using the same strats as usual for this dungeon and the extra boss it shouldn't require much extra care.

Egotistical: Win and earn Egotistical.
★★★★★★
The Tower of Goo becomes nearly immune to physical damage (90% resistance) and gains 50% magic resistance, but also drops to 238 health. Aequitas gains Berserk 50% and has his health increased to 397 (more than double what it usually is here), but his attack drops a bit to 101.

Other notable changes are that trolls become Troll Mage-Eaters and gain Essence Drain, which paired with Cowardly can make them hard to approach.

Both the bosses here lean towards a heavy caster approach - Tower of Goo is almost untouchable by physical damage, and even for a caster it has an effective health pool of almost 500 health, so you will need a powerful mana spike for him. Aequitas is a bit easier, as you will probably be able to take a hit from him before he starts berserking and he has a lower effective health pool to burn through. I went with a Bloodmage with Frozen Crown and Mystera prepped and just fully leaned into the caster approach, and it worked well for both bosses. This would probably work fine with a different magical prep too like Crystal Ball or Battlemage ring if you don't have frozen crown. Either way, you probably want to take out Aequitas with a catapult from 6 to 7 and Tower of Goo with one from 7 to 8, since it's hard to get to a really high level off of the Egotistical monster pool here.
Normal Dungeons - Southern Swamp

Difficulty
★★★ (Normal - 100%)

Enemies
All common enemies can appear, but Serpents are gauranteed 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.

Recommended Classes + Races

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 incurr 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 really try to avoid it as much as possible. Fortunately, only the naga here cause weakening, and there aren't very many of them, so you can probably 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.

Disposable - Walk in the Swamp [EE]: Win and earn Disposable.
★★★★★
You have to use a Human Gaurd with Pepper the Pup (+10% damage, enemies gain the debuffing traits of anything else adjacent to you, you can't move enemies) and Disguise Beard (+5 XP, but if you get debuffed while already debuffed you die instantly).

This one is way easier than it seems. All of the mana burns and instant deaths are scary, but for most enemies you can position yourself to avoid Pepper's effects, and a lot of the enemies here are very vulnerable to a caster approach. The boss is a pushover if you use fireballs - Jormungandr only has a total health pool of 318, which is really easy to burn through, even without any potions.

Curious - Swamp Smackdown [EE]: Win and earn Curious.
★★★★★★
Like the other vanilla normal directional dungeons, this Curious challenge replaces the monsters with random monsters from Hard West dungeons, and adds an extra random boss from a Hard West dungeon, as well as increasing the dungeon's difficulty modifier to 130%. It makes things a lot tougher, but using the same strats as usual for this dungeon and the extra boss it shouldn't require much extra care.

Egotistical [EE]: Win and earn Egotistical
★★★★★
Jormungandr, as usual, gains a bit of attack and health, 50% magic resist, and Blinks. This doesn't make him too much harder, but means you 100% cannot regen fight him and probably don't want to Fireball him. Otherwise, the only notable difference here is that Naga's have Riposte 20% - so make sure to bring a Fortitude tonic. A paladin does great here.
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.

Recommended Classes + Races
:
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, and despite the higher difficulty of the East over all this one is relatively easy. 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!

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.

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 and 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 CYDSTEPP 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 - it 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 rips this dungeon wide open.

Disposable - Excommunication [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Gaurd with a Blasphemer's Collar (free desecrations, but you get a unique punishment every level that lasts for one level). Here are the punishments:

  • Glowing Guardian: Wipes the floor of the dungeon, removing features like stairs and shops
  • Earthmother: Fills the dungeon entirely with plants
  • Jehora Jeheyu: All monsters have poisonous, mana burn, and corrosive
  • Dracul: Max health = 1 per level, and all monsters revive as lower level zombies
  • Pactmaker: Piety capped and set to 0
  • Taurog: No glyph casting
  • Mystera annur: All monsters gain Physical Immune
  • Binlor: All monsters get 50% knockback which pushes you until you hit something
  • Tikki Tooki: All monsters gain 50% riposte

I recommend bringing burn salve, fortitude tonic, and conjunction.

Fight as normal and find a good god to worship that has piety spiking option. I went with Tikki Tooki but you could also pick Dracul, Jehora Jeheyu, or the Glowing Gaurdian. Desecrate all other altars when you can, or save them for when you need indulgences. Fight higher level enemies when possible and save popcorn for when you desperately need a level up - for example, Mystera's punishment is brutal and you will definitely want popcorn. Try to reach at least level 6, ideally at least 7 for the boss - if you can find HALPMEH or PISORF that helps, I ended up having to use GETINDARE to fight. Hope you roll a not too bad punishment - Mystera's, Taurogs and Dracul's are probably the ones where you REALLY don't want to fight, all of the others are workable except maybe pactmaker depending on your god.

Speaking of pactmaker, make sure you never store too much piety, especially near a level up, as he can take all of it when you level up. Try to dump it into boons first.

Curious - Tundra Tussle [EE]: Win and earn Curious.
★★★★★★★
In this run, there is an extra boss from a Vanilla eastern hard dungeon (Anoobies, Indomitable, etc.) and the enemies are random unique enemies from Vanilla eastern hard dungeons (vampires, illusion, mana vipers, etc). The difficulty modifier is raised to 130%, and that effects the bosses as well (so Blahblah is tougher than usual).

This makes the dungeon harder, but if you are used to clearing hard dungeons it shouldn't be too bad and doesn't require any special approach.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★
Vampires gain 50% Essence Drain, making exploration dangerous for your mana as well as your health and making them harder targets. Count Blahblah also gains Essence Drain (100% in his case), so be sure to lower your mana before uncovering him.
Normal Dungeons - Odd Depths [EE]

Difficulty
★★★★★ (Normal - 100%)

Enemies
4 random common enemies will appear.

2 random enemies from this list:
Profaned Flesh:
Attack: 60%
Health: 175%
Corrupting Aura: 1 per every 3 levels (When you damage this monster, you lose 1 piety for each corrupting aura. If you don't have enough piety, you lose 1 health per aura instead)

Vileblood:
Attack: 100%
Health: 125%
Unstable (When you kill this monster, it deals damage to you equal to it's remaining HP)
Magical attack

Freezing Wraith:
Attack: 65%
Health: 90%
Undead
Bloodless
50% physical resist
Frostbite: 1 per level (inflicts n stacks of frostbite on you per level with each attack. It works like burning. Each stack increases the damage of the next attack that hits you by 1, and stacks are only removed when you are damaged by an enemy without frostbite. Frostbite has no cap and while you have at least 1 stack you regenerate 1 less health per tile. At level 1, this means you don't regenerate at all!)

Goblin Trapper:
Attack: 100%
Health: 100%
First Strike
Ensnare: 1 per every 2 levels (when you damage this monster, it heals 1 tiles worth of regeneration, and you get 1 stack of snared for each stack the trapper has. Every time you damage an enemy without ensnare while snared, you lose 1 stack but that enemy gets to regenerate 1 tile's worth of health)

Bosses

The Sign Painter:
Attack: 75
Health: 390
Chaotic (when you damage this boss, YOU get teleported to a random space)

1 random boss from this list:

Diogenes:
Attack: 48
Health: 874
Corrupting Aura: 5

Prodigal Son:
Attack: 75
Health: 477
Magical Attack
Poisonous
Unstable

Soul of Frost:
Attack: 48
Health: 318
Undead
Bloodless
50% physical resist
Curse bearer
Frostbite: 10

Lurr:
Attack: 75
Health: 357
First Strike
Ensnare: 10

Gimmicks
No gimmicks, except the random new monsters and boss.

Recommended Classes + Races
Any

Quests
??? (Didn't record the title) [EE]: Defeat the Odd Depths with no preps to earn Purist. (Rewards 500 gold and unlocks all 4 other Normal EE dungeons)
★★★★★
This is a pretty straightforward quest - just beat the dungeon without bringing preps. Any strategy that works for the dungeon works here. I will say the dungeon doesn't favour regen fighters because it is difficult to regen fight the signpainter, but really any class can work.

Curious - Learner's Permit: Win and earn Curious.
★★★★★★★★★
In this run, the difficulty modifier is raised to 120%, all 4 of the new enemies will appear, and all 4 of the random bosses will appear in addition to the Sign Painter. Also, there are even more signs.

I used a typical Gnome Sorceror with Crystal ball and Mystera approach here. I tried to stay away from Apostates and Vilebloods, mostly for piety reasons. For the bosses, I fought Soul of Frost first, Prodigal Son second, Diogenes third, the Sign Painter fourth, and Lurr last.

Egotistical: Win and earn Egotistical
★★★★★★
The Sign Painter gains Revives. When killed, she Revives as an identical copy of herself. Then, she does that once more.

As for the other bosses: Lurr gains 20% resists. Diogenes has 10 corrupting aura. Prodigal Son gains Fast Regen. Soul of Frost gains Retaliate: Fireball.

Other notable changes: Goblin trappers gain 10% resists, making them a bit tougher and making it harder to avoid snare stacks. Profaned Flesh gain 1 aura per level instead of per every 3 levels. Vilebloods gain fast regen. Freezing Wraiths gain Retaliate: Fireball.

Most of these don't change up the dungeon too much. The signpainter gets a lot tougher and still can't really be fought while you still have blackspace left, so you will need a fair amount of resources for her - having some way to First Strike her will save you a lot of health during the fight, though, so Rogue is a reasonable choice here. As for the other boss, it will depend on who you get - they all just get mildly harder without a huge change in how you fight them except for Soul of Frost, who you probably want to avoid fireballing unless you have a good way to slow him (like worshipping Earthmother). I went with an Orc Paladin here and rolled Lurr and it worked well.
Normal Dungeons - Ancient Scrapyard [EE] (part 1)
Difficulty
★★★★★★★ (Normal - 100%)

Enemies
2 random common enemies and Golems.

Flint Devil:
Attack: 110%
Health: 100%
Magical Attack
First Strike
Unstable

Arcane Golem:
Attack: 100%
Health: 100%
Magical attack
Berserks at 50%
Blinks

Risen Sculptor:
Attack: 80%
Health: 80%
Spawns (Spawns a Golem Arbiter nearby whenever damaged)
Chaotic
Undead

Golem Arbiter: (Only spawned by sculptors)
Attack: 50%
Health: 100%
No XP
Bloodless
Riposte 25% (whenever you damage it, it retaliates with 25% of the damage you dealt)
Special: Teleports next to you after you kill any monster

Boss

The Forgotten One:
Attack: 75
Health: 1431
Blinks
Magical attack
Berserks at 50%
Special: When you damage it, it activates a Spirit Shield ability, giving all enemies No XP. Whenever you kill a No XP enemy after this, the forgotten one loses max HP equal to the max HP of the enemy you killed.

Gimmicks

No gimmicks here besides the unique boss mechanic. You'll have to carefully balance using enemies to level up and saving enemies to kill after activating spirit shield to lower the bosses insane health.

Recommended Classes + Races

Any can work, but Assassin works great since you can super easily kill the No XP popcorn after activating spirit shield.

Strategy

This is a surprisingly tough dungeon! The boss has a massive health pool on top of fairly strong damage, making it far too powerful to fight normally. Try to save high health, low attack enemies for after you start fighting him. As always, using high enemies to level will be really helpful here.

Of note are the sculptors, which summon golem arbiters. With high health and low attack, these are GREAT for utilizing spirit shield. I try to keep a few around at all times, but you don't want too many as they can box you in. You can fireball sculptors to spawn more once you've activated spirit shield.

Quests

Dumpster Diving [EE]: Win as a Magician and drink no health or mana potions to earn Feeling Parched. (Rewards 750 gold and unlocks the Hidden Workshop)
★★★★★★★★
This quest introduces you to the new Magician class. This is a really fun and unique caster class that takes some getting used to but has a lot of potential. The magician starts with WEYTWUT, and gets heavy fireballs (double damage and maxed burning, same effect as Avatar's Codex) against slowed enemies. Additionally, they deal +20% melee damage on slowed enemies and can convert glyphs to slow adjacent enemies and remove all of their debuffing abilities (including Poisonous, Mana burn, Weakening, Corrosive, Curse bearer, Frostbite, Ensnare, and Serrated Strike). Bosses cannot have their debuffing traits removed but can still be slowed.

The basic plan of attack with magician is to use WEYTWUT to slow an enemy, regenerate your mana, and then use two fireballs to do a ton of damage. This is very powerful but also quite blackspace hungry since you need an extra 8 tiles for WEYTWUT. A great way to spend your mana while you are exploring to try to find important items in the early game is by slowing every enemy with WEYTWUT. For an extra damage spike, you can convert glyphs to slow a boss, giving you an extra heavy fireball on them. You can also use this against enemies to strip their debuffs - moving them into clusters of up to 7 first so you can strip a ton of debuffs at once.

Magician is a pretty strong class here but you really need to think about the boss carefully, because trying to burst down a boss with 1431 health is gonna be impossible without potions. I recommend using an Elf Magician with Mystera prepped and fireball magnet, and probably crystal ball.

Find Mystera and BURNDAYRAZ asap. Start teleporting enemies to slow them and get piety with mystera, and find a level 2 enemy (or 3 if you can get two mana ups and you think you can kill it) and slow it. Regenerate enough mana to fireball it, and then fireball it and finish it off with melee. Continue levelling off high level enemies, you can quickly start to go for enemies 2 or 3 levels higher since this dungeon is only 100% difficulty. The best targets for this are steel golems and arcane golems. If you can find sculptors, use them to spawn a few arbiters, but don't go overboard, especially with higher level ones, since they can trap you in. Try to keep all sculptors alive until you fight the boss.

From mystera, you can grab the mana up asap and then finding one mana booster will give you two fireballs. Next, you should get mystic balance, which is EXCELLENT for magician since it reduces your WEYTWUT-BURNDAYRAZ combo from 14 mana to 11 mana. Grab restoration before fighting the boss and don't convert any glyphs before fighting the boss. After that, you can grab more mana ups - save 20 piety for flames, though! It's actually pretty good here.

Once you reach level 8 you are ready to fight the boss. Hit him with anything to activate soul shield and then kill as many enemies as you can. This will hopefully bring his HP down to more like 700, which is much more manageable! Once you are at too low hp to hit him with phyiscal attack, grab flames and you can start fireballing him. The general strat is use fireballs until you are below half mana, and then convert a glyph next to him to restore your mana + increase your max mana + slow him so the next fireball deals double damage and maxes burning. You can use crystal ball to supplement this. This should be enough to get you through about 900+ hp if you have all the piece put together, so as long as you got his HP low enough you can kill him no problem - that said, getting his hp low enough is pretty tough and might require multiple attempts!

If you don't like this strat, I've seen people make an Earthmother strat work but I don't think the late game spike is as powerful. Entanglement is an extremely powerful tool for the Earthmother, though!

Errand Boy, part 1 [EE]: Win with the Vicious token (Rewards 3333 gold and unlocks the next step in Errand boy)
★★★★★★★★★

I recommend using an Assassin, and preparing Dracul + Slayer wand + Fireball magnet + Amulet of Yandor + Mana,Schadenfreude,Reflex,Quicksilver potions.

The way Vicious interacts with this dungeon is very interesting, due to the boss's gimmick. The forgotten one will start with an INSANE 2862 hp. However, since every enemy here also has doubled health, that means killing them once soul shield is active will take off twice as much HP as usual!

My strategy here makes use of the Assassin's swift hand ability to take off as much HP for free as possible. You shouldn't kill ANY enemies before activating soul shield. Find the boss ASAP and fireball him to activate it. If you find any low level sculptors, you can repeatedly fireball them to spawn arbiters to kill. When you want to start killing things, use the Amulet of Yandor and then take blood curse from Dracul, which will let you instantly kill any level 5 or lower enemies. Take lifesteal from Dracul so you can get some HP from the enemies you kill, which will help you fight the flint golems since they will blow up on you. Remember you can also fireball them first to lower their health if it's too much!

You can use the rest of the blackspace to either spawn and kill a ton of arbiters if you are lucky enough to find a low level sculptor with enough HP to survive a fireball, or to regen fight higher level enemies. Use your slayer wand on whatever high level enemy has the most health - if you are lucky enough to get meat men, a level 9 one can take off 534 hp from the boss!

With some luck, you can get the boss to low enough HP to fireball to death (I did this around 160 HP), or even kill the boss by draining all it's max HP without ever damaging it.

Normal Dungeons - Ancient Scrapyard [EE] (part 2)
Disposable - Tripartate Transcendence [EE]: Win and earn Disposable.
★★★★★
This is one of my favorite disposable missions. You play as a Human Gaurd with a Sentience Sphere (gains 1 charge per XP valuable kill, click to consume all charges and gain +1 max mana per charge, +1 BURNDAYRAZ damage per charge, and +1 mana regen per tile. Can be used up to 3 times. Sets the level up threshold to 999 XP).

Prep Mystera and fireball magnet. You can't level up but you can become an ABSURDLY powerful caster - once you've got Mystic balance and used the Sentience stone 3 times, you can cast a powerful fireball almost every tile of regeneration.

The way the stone works means that it doesn't matter what level enemy you target, so I recommend going for low level enemies first. Your best targets will be steel golems, flint golems, and whatever common enemies you get. Arcane golems are good later on but early in they anger Mystera and blink away. Once you've killed 8 or so enemies, use the stone once and now you can easily kill up to level 4 enemies, maybe even level 5 if you get Mystic balance and some mana ups from Mystera. Activate it again after you are running out of targets and you should be able to easily kill up to level 7 enemies, and up to level 8 or 9 with some effort.

In my opinion, it's not worth engaging with the boss's soul shield mechanic here - since all of your damage comes from spells and doesn't care about enemy damage, you are better off just fighting the boss without lowering his max health. That means you can kill everything you can before fighting him - once you are out of targets, use the sensation stone for the final time. At this point, you will probably have 40+ max mana and your fireballs will deal around 30 damage, which means a full mana bar is enough to deal around 240 damage to the boss. If you have any blackspace left, you can very effectively regen fight the boss - every tile you explore restores 9 of his health but gives you enough mana to do around 24 damage. If you don't, you should be able to win by using Restoration and health potions. Restoration will restore around 20 mana, giving you 120 damage with each glyph, and each mana potion will restore around 16 mana, which is around 96 damage. That should be more than enough to kill the boss!

Curious - Legacy Protocol [EE]: Win and earn Curious.
★★★★★★★★
In this version of the map, the Forgotten One has Retaliate: Fireball and instead of his usual mechanic, he has the version he originally had on release - damaging him sets his attack to 150 and gives all enemies No XP, killing an enemy removes 12 attack per level from him, and it can be dropped down to 0. Damaging him (spells count too!) resets it to 150.

I recommend using a Goblin Assassin with Jehora Jeheyu prepped, an Amulet of Yandor, a can of Whupazz, Reflex potion, a compression seal, more attack boosters, black market, quest items, and a perseverance badge. Use the amulet immediately, worship JJ, and start teleporting enemies around for piety (get petition, health boost and maybe mana if you have spare piety, and then save for chaos form) until you find good higher level targets (probably levels 7-9) to kill for XP, as well as converting things you find for XP. Once you have uncovered a fair number of those and reached around level 8, you can drink a can of Whupazz, poison and hit the Forgotten One, and then use chaos form and start regen fighting it while using popcorn to debuff it's attack. If you get Dracul you can convert to Dracul at this point for basically an automatic win with lifesteal and Sanguine, otherwise you can save up for a free refill.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★
In this variant, the Forgotten One has even higher health (1908) and Berserks at 75% instead of 50%. Other notable changes are that Arcane Golems have their health increased to 125%, Flint Devils gain 25% essence drain (making them even MORE dangerous), Risen sculptors have their stats raised to 90%, and Golem Arbiters gain 50% deathgaze (which combines with Riposte to make them significantly more dangerous).

The extra health and attack on the Forgotten One makes proper use of this dungeons mechanic even more important. Fortunately, there is a bit more health to go around - killing Arcane Golems and Golem Arbiters will both hurt the Forgotten One a bit more than usual. I used an Elf Sorceror with Fido here and it worked out fine, although you definitely want to avoid the Sculptors/Stoneshapers until you've hit the boss if you use that approach, since they will spawn twice as many arbiters.
Normal Dungeons - Deadman's Pass [EE] (part 1)
Difficulty
★★★★★ (Normal - 100%)

Enemies
Zombies and 2 random common enemies.

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

Frozen Corpse:
Attack: 80%
Health: 175%
Undead
Bloodless
Frostbite: 1

Fallen Thief: (There is exactly one fallen monster of each level, which appear in addition to the usual monster spawns)
Attack: 125%
Health: 125%
Undead
Bloodless
No XP
First Strike
Special: Drops 25 gold

Fallen Priest:
Attack: 100%
Health: 175%
Undead
Bloodless
No XP
Drops: Keg O' Health

Fallen Wizard:
Attack: 175%
Health: 100%
Undead
Bloodless
No XP
Drops: Keg O' Mana

Boss

Victor Deadman:
Attack: 90
Health: 1272
Undead
Bloodless
First Strike
Death Protection

Gimmicks

There is one fallen monster of each level up to level 9. These monsters are very tough and don't provide XP, but they drop valuable loot - either 25 gold, a keg of health, or a keg of mana, depending on the type. This loot will help you take down the boss, who has very high stats but no other strengths.

Recommend Classes + Races

Any, although a Priest is an obvious and very strong choice.

Strategy

This is an interesting dungeon. The boss here is WAY overstatted for a normal dungeon, with high attack and insane health. However, you get a ton of extra potions and gold from the Fallen enemies, which will help you beat it.

Other than that, it's a pretty standard dungeon. There is a little bit of frostbite from the frozen corpses, but 1 frostbite is only really threatening at low levels. It's very important here to save your resources for the boss! Try to take on as many of the fallen enemies as possible. The low level ones are just as valuable to you as the high level ones, so make sure to kill all the low level ones.

Quests
:
??? - Didn't record the name [EE]: Defeat this dungeon with a Heretic without spending any gold, which earns you Miser. (Rewards 750 gold and access to Permafrost Peak)
★★★★★★

This quest serves as the introduction to Heretic. Heretic is an EE class which has an entirely new approach to gods. You begin with all altars scouted so you know exactly who is available and where.

The heretic is immune to punishment, and whenever they lose piety by angering a god they gain 3 CP for each piety lost. This means that you can farm CP by repeatedly angering a god without fear of punishing it, but keep in mind you need to actually have piety to lose for this to trigger.

Whenever the heretic is worshipping a god, they will desecrate that god's altar when they gain a level, and their piety will be set to 0. This gives you a VERY limited time to earn piety for gods, but it also lets you freely worship all gods (and get their initial worship bonus!) without having to save up piety for conversions. This means you can grab a variety of cheap boons (or even expensive ones with careful planning) from a ton of different gods.

Additionally, the heretic never loses indulgences and gains stats for each indulgence. With all 6 indulgences, the heretic has +3 max mana, +18 max HP, and +6 base damage. This is stronger than an extra level!

The heretic doesn't really have any special interactions with this dungeon, so this challenge is all about learning how to use the class and how to navigate this dungeon. All of the general strategy tips apply here.

The only issue is having to earn Miser. This makes all the gold you get pretty worthless, so you shouldn't prioritize killing Fallen Thieves. If you find Tikki Tooki's altar, you can dump all your gold for a ton of piety, which you can use to get a lot of reflex and quicksilver potions, along with dodge, poison, and learning. This is one of the few cases where you will want to save TT's altar until the late game as a Heretic - usually you worship it at second level to get learning and maybe poison by killing popcorn.

Fee-fi-fo-fum, part 1 [EE]: Defeat this dungeon with a Rat Monarch earning Hoarder (no conversions). (Rewards 3333 gold and access to the Fee-Fi-Fo-Fum part 2 quest)
★★★★★★★★
This is a pretty solid dungeon for Rat Monarch, although Hoarder is a tough badge for Rat Monarch. Notably, your inventory gets VERY tight with Hoarder, since all your small items are large.

I recommend bringing an Amulet of Yandor, a Bear Mace, Binlor, more health boosters, and reflex+quicksilver+health+mana potions (yes, your inventory will be very full, but you can always use them if you need to).

The strat that worked for me here was to immediately use Amulet of Yandor and then worship Binlor and earn piety by knocking enemies into walls. While earning piety, I killed all the easy targets to get the drops from the Fallen enemies and enough XP to reach level 6. Once I was at level 6, I started fighting the boss (make sure to position the boss so you can knock him into another enemy, or a ton of walls) using Binlor's stone skin boon to have enough HP as trying to reach 90 HP with a rat monarch is pretty tough. You can use any remaining blackspace to keep fighting him while earning more piety with binlor for more hits. Once you run out of blackspace, you can start using your potions and shops to fight him. Defensive items are the best to buy as they can help you not need Stone Skin, as you are likely to be limited by piety here otherwise. Use all your health resources first to corrode him, and then finish him off with PISORF.

Disposable - Tiring Trek [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with a Walking Stick (+2 damage, 15 times regeneration, permanently lose 1 health regeneration each time you explore which can go negative and kill you) and a Maddening Map (Use on pickup and once per level to reveal tiles in a circle around you).

This gives you very limited regen - you can explore 15 tiles each level before it starts going negative, and since there are 400 tiles in a dungeon that isn't nearly enough. You can use the map to help you find enemies without regenerating - move near the edge of your visible region and use it to reveal a circle around you. You can regen fight much higher level enemies for the first couple levels since your regen is so much better than usual. I recommend prepping a fireball to help you out.

Dracul is very nice for the endgame here, as he gives you a powerful health spike and an extra 15 regen to work with. It might be worth prepping him - definitely don't use him until the endgame though!

Curious - Boss - Tier Buddies: Win and earn Curious.
★★★★★★★★
All Fallen enemies are required bosses and are all levels 8-10. There are more types, in addition to the existing types:
  • Fallen Paladin: 150% attack, 150% hp, undead+bloodless+no xp, 25% physical resist, drops keg o' health
  • Fallen Berserker: 150% attack, 125% hp, undead+bloodless+no xp, 50% magic resist, berserks at 50%, drops a Badge of Honour
  • Fallen Warlord: 200% attack, 50% hp, undead+bloodless+no xp, death protection (1 layer per 2 levels, rounded up), drops a Badge of Honour
  • Fallen Monk: 90% attack, 125% hp, undead+bloodless+no xp, 50% physical resist, fast regen, drops keg o' health
  • Fallen Sorceror: 125% attack, 125% hp, undead+bloodless+no xp, magical attack, retaliate: fireball, drop keg o' mana
  • Fallen Bloodmage: 125% attack, 125% hp, undead+bloodless+no xp, lifesteal 99%, essence drain 100%, drops keg o' mana

This is a lot easier than it seems, because you still get an insane late game spike from all the items.

I recommend a Halfling or Orc Priest with Naga Cauldron - your late game spike is unrivaled and you do +100% damage to all bosses. You'll probably feel like you are losing and then discover you have 20+ potions.
Normal Dungeons - Deadman's Pass [EE] (part 2)
Egotistical:

The Fallen enemies gain Frostbite equal to their level, and so does Victor Deadman, making all of them substantially more difficult. It's not too hard to clear frostbite layers between enemies, but it's a bit tougher when fighting victor deadman - if you have Goblins low level ones can help out. Otherwise, planning to play a mostly magical fighter will help a lot here. White Walkers also gain Frostbite equal to their level instead of being capped at 1. I used an Elf Wizard with Fido here and just fireballed Deadman to death at level 8 - I didn't both killing the higher level Fallens since they aren't worth the frostbite.
Normal Dungeons - Goblin Settlement [EE] (Part 1)
Difficulty
★★★★★★

Enemies
Goblins, gorgons, and 2 other random common enemies.

Goblin Trapper:
Attack: 100%
Health: 100%
First Strike
Ensnare: 1 per level

Goblin Miner:
Attack: 100%
Health: 100%
50% knockback (pushes you backwards when it damages you, doing an additional 50% damage if you hit a wall, or an additional 40% if you hit an enemy)
Mana burn
Trophy: Wall Cruncher (a small item you can use to destroy adjacent walls or convert for 25 CP)

Chest: (There are a couple of these in addition to the usual enemies)
Attack: 0
Health: 1
No XP
Bloodless
Trophy: either 25 gold or one of these items:
  • Bargain pendant: +1 max mana
  • Pendant of health: +10 max health
  • Hero's helm: +5 max health, +2 base damage, +1 max mana
  • Dwarven gauntlets: +20% base damage and +2 HP on level up
  • Spoon: small item, +1 base damage
Special: When you kill a chest, you will receive a random penalty, from this list:
  • 1 stack of weakening
  • 3 stacks of corrosion
  • Poison and health wipe
  • 10 stacks of snared and mana burn
  • Mana burn
  • 1 stack of weakening, 1 stack of corrosion, 10 stacks of snared, poison, mana burn, health wipe
  • Nothing
There might be other penalties I am missing.

Boss
King Bogg:
Attack: 90
Health: 556
20% resists
First strike
Special: Steals your topmost large item or glyph in your inventory when you damage him with melee. If you have no large items/glyphs, he will steal all your small items instead. If you have no large items, regardless of whether you have small items, he will fully heal when you hit him.

Gimmicks

The only gimmicks here are the trapped chests and king bogg's stealing.

Recommended Classes + Races

Any, but it's easiest with a high damage class like Rogue so you don't have to let Bogg steal a ton.

Strategy

The hardest part of this dungeon is the boss. King Bogg's stats aren't anything special - he's just Lord Gobb with some more health. However, every time you hit him, he will steal the topmost large item you have. If you are out of large items for him to steal, he will instead fully heal, making him nearly unkillable.

The chests here can help a lot but have nasty debuffs. Keep popcorn around to clear snare stacks, and bring a burn salve and fortitude tonic to wipe corrosion and weakening. Try to only kill them when you are about to level up so you can wipe the poison + mana burn they might give you. You don't want to fight Bogg while snared if possible, as it will drag out the fight.

Quests

Mission Possible [EE]: Win with a Spy and earn Hoarder (no conversions). (Rewards 750 gold and access to the Forsaken Temple)
★★★★★★
This mission is an introduction to the new Spy class. Spy is a very unique class with one big advantage - information. Whenever the spy reveals part of an obstacle (like a line of walls), the entire perimeter of that obstacle is scouted immediately. Additionally, the spy begins with all boosters scouted.

The spy can teleport to any scouted space by clicking on it, making it the only class capable of at will teleportation. This gives the spy excellent control over blackspace consumption and the ability to choose targets very carefully - if you are level 1 and you spot a good level 2 on the opposite side of a wall, you can just teleport directly to it.

The other advantages that the spy has are Intel and Gadgets. Intel gives you 1 stack of strategy whenever you waste a tile of regeneration, 2 stacks if you waste both health and mana. This is capped at 10 and gives your next attack (melee or fireball) +0.5 damage per level for each stack, meaning at level 1 10 stacks gives you +5 damage and at level 10 it gives you +50 damage. On attack, you lose 4 stacks of intel. This is a deceptively powerful ability - It doesn't scale with bonus damage, but +5 per level is a pretty large buff, and on your second attack you will still be doing +3 per level. Often teleporting to an enemy will instantly give you 10 of this, helping you kill it.

Gadgets changes the way you use boosters. In addition to their usual benefits, all boosters provide a temporary bonus for that level only. Attack boosters give you +4 base damage for one level, health boosters give you +10 health for one level, and mana boosters give you +2 mana for one level. This is a huge effect - grabbing all boosters at level one will bring you attack from 5 to 22, your health from 10 to 43, and your mana from 10 to 19, making you stronger than a vanilla level 4 character. You'll have to plan out when you want to grab your boosters.

One of my favorite approaches with Spy is to use a Gnome and leave the mana boosters alone until late game, while using the health and attack boosters early on for rapid levelling. This build has a powerful early game and a powerful late game, but struggle a bit in the midgame - mostly because you will be stuck with 10 max mana. Worshipping Mystera can help with this as well as boost your late game strength. When you are ready to fight the boss, you can grab mana boosters and have 19 max mana - even more than a sorceror would have!

For this dungeon, either a physical build or a magic build can work. Bogg has fairly high health and middling attack, so he's generally weaker to physical attacks, but his stealing mechanic makes magic a good option too.
Normal Dungeons - Goblin Settlement [EE] (Part 2)
Magical Mystery Tour, Part 2 [EE]: Win with a Sorceror and earn Vicious (bring in the vicious token, setting monster stats to 160% attack and 200% health) and Unstoppable (kill everything without petrifying level 8 or 9 monsters). (Rewards 6666 gold, unlocks the insight wand, and unlocks magical mystery tour part 3)
★★★★★★★★★★
EDIT: As of the Extreme West update, this quest is somewhate easier since Bogg no longer steals items when fireballed and doesn't get stats from stolen items. This makes the Codex approach even stronger here! Although keep in mind he was given some resistances and higher attack to make up for this, so he's still no pushover.

This is, in my opinion, one of the toughest quests in the game. Vicious + Unstoppable is a brutal badge combo, as the massive monster stats make killing all the monsters really tough.

Additionally, Vicious has a really awful interaction with King Bogg - doubling his health pool lets him steal TWICE as many items. You can no longer get past him with just glyphs, he'll definitely get to steal at least a couple real items, quickly pumping up his resistances.

Sorceror is not a very good class for this, either. Fireballs are usually pretty bad on Bogg as each one triggers a steal but doesn't deal that much damage. You really need to be doing as much damage to him as possible to keep him from stealing a lot. I tried out using a Human Sorceror to get high attack and use physical attacks against him, but the problem with that was that it was harder to get support spells and also I had a hard time killing higher level monsters, especially early on, so I could only reach about level 8 and I definitely couldn't get Unstoppable. What I eventually won with was an Avatar's Codex build. Fighting him at level 10, each fireball (after the first one) will deal 100 damage, which is about as much as a Human Sorceror was doing anyways, and the levelling process is *much* easier.

I prepared Avatar's Codex, Slayer Wand, Compression seal, Magnet: Fireball, the Earthmother, Black Market, Whupazz+Schadenfreude+Health+Mana potions.

The Earthmother is key here. Slowed enemies cannot retaliate, so an early entanglement will give you one free fireball against EVERY enemy, which is insanely useful. Spamming vine form and greenblood early on also boosts your power quite a bit, making it consistently possible to fight higher level enemies without a ton of blackspace consumption up till enemies reach around level 8 (then you will probably need to start using level up catapults or heavy regen fighting to kill enemies, and you can use your slayer wand on one of the level 9s). Using IMAWAL will help you reach level 10 - you can petrify chests too, they usually are not worth killing with this strat, the debuffs they cause are too nasty for the relatively small benefit. The only problem here is that the map starts to get clogged up with plants - feel free to use clearance to save yourself some blackspace when regening mana and clear out some plants, you are unlikely to run out of mana against the boss anyways as long as you can hold onto your potions.

For the boss (ideally you are fighting at level 10), always keep a glyph at the top of your inventory until the only one left is BURNDAYRAZ. Open with a physical attack with Whupazz and then start using fireballs. Do NOT try to regen fight him. Once you run out of spells for him to steal, you can start buying the cheapest large items available and let him steal those. Good luck! It will probably take a fair number of tries. Like I said, this is one of the hardest quests in the game.

Disposable - Preliminary Panther [EE]: Win and earn Disposable.
★★★★★★★
You play as a Human Gaurd with 5 training treasures (large items that are worth 999 gold, which mimick the effects of random items, switching on kills).

I recommend bringing a compression seal, as otherwise you have exactly 1 free inventory space which is gonna be taken up with potions, meaning Bogg will instantly get maxed resists as soon as you try to fight him. If you use the compression seal on one of the treasures, it will become small. Pick up a glyph and then on your next kill the treasure will try to become large again and instead will fall out of your inventory, so now you have a space to work with.

You can keep BURNDAYRAZ there until the fight - it won't be much use against him because it will trigger a steal while doing less damage. Leave your other glyphs on the ground for after he has stolen BURNDAYRAZ.

If you get agnostic's collar effect on your treasures at any point, you can desecrate the altars you aren't worshipping for 35-70 piety. If you want to make a strat out of this, you could prep conjunction - you get a ton of rerolls and you are almost certain to get agnostic's collar at some point!

Curious - Lockdown [EE] Win and earn Curious.
★★★★★★★★
Everything is in a chest. This includes potions, gold, shop, glyphs, even ALTARS. They give out the usual punishment - mana burn, poison, tons of entanglement + weakening + corrosion.

I went with an Orc Crusader with burn salve+fortitude tonic+whupazz+reflex potions, more attack boosters, a Cursed Cutlass, black market, quest items, and a compression seal.

You'll have to play the early bits with nothing in the floor, which is quite tough - you can use momentum to fight higher level enemies by killing popcorn into you are strong enough. Once you've explored most of the map, clear out every chest and use your tonics to remove the debuffs (you'll probably be snared from now on, it gives you a LOT of stacks). Now it's a lot easier and you can finish off the remaining high level enemies and start on the boss fight, using popcorn to amp up your damage and feeding it glyphs and cheap items.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★
King Bogg gains Retaliate: Fireball, making it harder to avoid his stealing by fireballing him.

As for the enemies, the Goblin Miners gain Curse Bearer and the Goblin Trappers gain 10% resists.

I went with a Gnome Wizard with Avatar's Codex, since Retaliate: Fireball doesn't matter with that approach. An Orc Wizard using PISORF would probably work well too for similar reasons.
Normal Dungeons - Darkwood Fringes [EE]
Difficulty
★★★★★★ (Normal - 100%)

Enemies
3 random common enemies.

Slime Blob:
Attack: 100%
Health: 100%
Curse Bearer
Magical Attack

Shadow Fiend:
Attack: 100%
Health: 100%
Corrupting Aura: 1 per level

Siabrae:
Attack: 80%
Health: 100%
Undead
Magical attack
Bloodless
Death protection
Spawn plants: 1 per 2 levels (spawns random plants)

Boss

Star Eater:
Attack: 90
Health: 477
Corrupting Aura: 100
Special: loses 5 corrupting aura every time you damage it.

Gimmicks

Whenever you kill any monster, you get 10 piety.

Recommended Classes + Races

Any Paladin, Any Crusader, Any Heretic

Strategy

This dungeon explore the corrupting aura mechanic, and you'll need to thoroughly understand it to beat the boss. Basically, the boss starts off with an insane 90+100=190 damage and retaliates with 100 damage against spells, that you can reduce by 1 point for every 1 point of piety you give up. This is obviously pretty insurmountable, but as you damage the boss he loses 5 aura, bringing it down to more reasonable levels. This dungeon hands out a ton of piety (10 per enemy killed), so you can get a lot out of gods - but make sure to leave some for the boss! Keep in mind that corrupting aura counts as a separate attack, so even if you have DP the boss can kill you if you have less than 90 health. However, if you find the boss early on and you have CYDSTEPP and BURNDAYRAZ you can use them to lower the bosses aura while you explore!

If you can get indulgences, remember that they block corrupting aura! Try to save as many as possible for the boss and you can completely bypass the first few high aura hits. This makes crusader a great class, as crusader has more opportunities for desecration. Paladin is also a good choice, as they are able to get more boons out of their piety and they don't have to worry about messing up and being punished when pulsating lump leaves their piety at 0.

Quests

(Unknown Name): Win as a Swashbuckler and earn Faithless (no worshipping).
★★★★★★★★

For this quest, you'll have to play as the new Extreme West class, the Swashbuckler. This quest is all about dodge stacking, but unfortunately you can't dodge Corrupting Aura, so this can be a tough class for this dungeon. Faithless is a challenging badge as well, since it means you can't use all the piety you get from killing enemies for boons. However, you CAN use it to tank corrupting aura.

I recommend an Orc Swashbuckler here - Elf Swashbuckler is good too but you'll want to be able to do as much damage per hit to the boss as possible, so Orc is the way to go here. Otherwise, you can bring pretty standard preps - for the locker item, I went with Namtar's Ward, but a lot of items can be helpful.

Leveling here is thankfully pretty easy - the dungeon has an easy modifier of 100%, and many of the enemies are good targets - you don't care about Curse so Slime Blobs are easy and Shadow Fiends are too if you have some spare piety (which you probably will). Siabrae can be problematic if you don't have ways to get around plants, though.

When you have a lot of piety, you can fireball the boss to reduce it's corrupting aura - doing this throughout the dungeon can make ithe boss significantly easier.

Beating this quest will unlock the next Extreme West dungeon, Tainted Marsh, and the Straeynge Magiycks quest in Hobbler's Hold.

Complicated Tasks Pt. 7: Win and earn Hoarder (no converting stuff), Warmonger (no casting), Unstoppable (kill everything lvl 8 and up), Parched (no potions), and Miser (no buying).
★★★★★★★★★
This is a pretty easy dungeon, but that's a LOOOONG list of conditions and matching all of those is no easy task - I recommend a Berserker with conjunction and Namtar's Ward prepped. This is a very strong physical build that should have little problem leveling here. For the boss, conjunction should help you get some indulgences to tank corrupting aura, and Namtar's ward will let you take a few hits even if the aura is insurmountable.

Egotistical: Win and earn Egotistical.

The Star Eater gains FIVE corrosive, so you will get corrosion stacks as fast as it loses corrupting aura.

For the unique enemies, Shadow Fiends gain Corrossive, Siabrae gain 25% lifesteal+essence drain, and Slime Blobs gain Weakening + Retaliate: FIreball.

I used an Orc Crusader here - this works well since you don't need to hit the boss very much due to having very high attack, you are immune to curse, and you get an extra altar for more chances at desecrations (you should probably be able to get enough indulgences to breeze through the boss without taking huge hits from corrupting aura). Definitely bring fortitude tonic+burn salve and apothecary so you can buy more debuff clears and holy water for the boss fight.

Curious - Righteous Fury: Win and earn Curious.
★★★★★★
All altars spawn. Killing enemies gives 25 piety instead of 10. The Star Eater has triple the health (1431), and has 50 aura which does not decay. There is an extra boss named Moon Presence, with 90 attack, 477 health, and 150(!) corrupting aura which also does not decay.

This isn't too bad - the bosses are quite tough, but you get a TON of resources to work with. A lot of approached can work here - I went with an Orc Thief, worshipped GG (using the Rebalance), took Scholar's Pact from PM, then after using plenty of protections, humility, and enlightenment, converted to JJ and started taking stat boosts. I found APHYLSEEK, which I used to regen fight Star Eater (poison is a huge help here, and you probably want Whupazz too), and eventually took Chaos form to reach L10.

After that, I desecrated EM and Binlor to get indulgences for Moon Presence.

A heretic is probably the strongest choice here if you want a power build.
Hard Dungeons - Grimm's Grotto
Difficulty
★★★★★★★ (Hard - 140%)

Enemies
All common enemies appear here.

Bosses
One random common boss.

Gimmick
This dungeon is a reduxed 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, 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.

Recommended Classes + Races

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 are good at spiking.

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 almost every wall in the dungeon. You can find this in a Western subdungeon and locker it. Alternatively, you can bring a Mas09 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 Witchalok 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 experience with both this dungeon and these classes.

Disposable - Desperate Measures [EE]: Win and earn Disposable.
★★★★★★
This is a very fun disposable that I think actually makes the dungeon a bit easier than a purist run would be.

You play as a Human Gaurd with Torn Fabric. This item works like Mas09's ledger - you can use it for 1 gold to shuffle all monsters. Additionally, all enemies get 50% lifesteal, all enemies are shrouded whenever an enemy dies, and enemies can't be revealed by spells. Note that you can use the torn fabric to reshuffle the monsters and bring them out of the darkness so you don't get your life stolen! You should try not to explore very much, just stick to a small area and keep using the fabric to find good targets.

The ledger lets you be really picky about your targets - personally, I bought a balanced dagger and used the ledger to kill same level targets with very little wasted exploration. You only need to take out one regular boss - as long as you don't get Frank or SMM it's pretty easy. Prepping black market can be helpful so you don't run out of money.

Curious - The Gauntlet: Win and earn Curious.
★★★★★★★★★
This challenge pits you against a harder version of Grimm's Grotto, where the monsters are replaced with various extreme edition monsters (Naga Frostblades, Naga Fireweavers, Freezing Wraiths, Forgotten Souls, Rat Priests, Flint Golems, Undying Sculptors, Beholders, and Siabrae). The boss is replaced with Horatio the Immortal (105 attack, 999 hp, drops a spoon when killed).

This is a tough challenge that keeps all of the usual difficulties of Grimm's grotto and adds in a brutal monster set and a high health boss. Any approach can work, but the bosses high health means you will want a character that can sustain a drawn out battle. I used a Troll with a Fang Talisman (small item that reduces enemies max HP by 80% when you hit them, but only 20% for bosses) but considering that requires having beaten two separate very late game quest lines, you might not have those. That's ok - you can use whatever set up you think will work! Just like in the regular Gaan-telet, I'm sure Paladin would work well. Just bring a can of Whupazz for Horatio!

Egotistical: Win and earn Egotistical.
★★★★★★★★★
No notable changes here, it's the same as the other plain dungeons (HH, DD, VC). Makes an already tough dungeon a bit tougher but any approach can work.
Hard Dungeons - Doubledoom
Difficulty
★★★★★★ (Hard - 110%)

Enemies
All common enemies appear here.

Bosses
Two random common bosses.

Gimmick
No gimmicks.

Recommended Classes + Races

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, a situationally useful item against bosses with high resists)
★★★★★★
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.

Disposable - Monster in the Mirror [EE]: Defeat Doubledoom and earn Disposable.
★★★★★★★★
You play as a Human Gaurd with an Illusion Scroll. This is a super fun challenge - it's a throwback to the Changeling class from the alpha.

The Illusion Scroll give you -5 max mana, -50% bonus damage, and -5 health per level (except you still start with 10 health). However, every time you kill a monster, you shapeshift into their form. Each form has it's own abilities (which are applied on top of the Illusion scroll debuffs):
  • Zombie: +20% damage, +3 health per level
  • Goat form: +20% damage, +1 health per level, +15% magic resist
  • Bandit form: +10% damage, +2 health per level, pierce 35% physical resistance
  • Meat man form: +5 health per level
  • Goo blob form: +20% damage, +2 health per level, +25% physical resist
  • Goblin form: +30% damage, +2 health per level
  • Golem form: +20% damage, +2 health per level, +25% magic resistance
  • Gorgon form: +20% damage, +1 health per level, +25% deathgaze
  • Snake form: +20% damage, +2 health per level, +2 poisonous attack
  • Dragonspawn form: +3 health per level, +3 mana
  • Wraith form: +20% damage, +1 health per level, +2 mana, +15% physical resist
  • Warlock form: +2 health per level, +4 mana

You will note that no matter what form you are in, you are still a good deal weaker than the average character. You'll have to think carefully about what forms to take and when, and think about what monsters your current form will help against. For example, if you are in snake form, you can easily kill a meat man with regen fighting. Once you find out what bosses you have, try to get in a good form for them. For example, if you have tower of goo, switch to Warlock form - if you have the Firstborn, switch to Golem form, etc. This will help you overcome your stat disadvantage.

Curious - Ultradoom!? [EE]: Win and earn Curious.
★★★★★★★
The dungeon is as normal, except there are SIX bosses instead of two.

Fortunately, fighting six bosses isn't actually that much harder than fighting two. Each boss gives you 10+ XP, and each boss drops 25 gold, giving you an abundance of resources. As long as you really focus on prioritizing the easier bosses and tackling them early to leave time to set up for the harder bosses, you should have no problem.

I used the classic gnome sorceror with crystal ball and mystera annur here. It's a great build for dungeons with an easy early game and a tough late game, because it has a VERY strong end of game spike. Crystal ball is super good here due to the extra 125 gold you get.

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.

Recommended Classes + Races
Any can work, but Berserker will utterly trivialize Zin Kibaru, Bloodmage has an easier start than most, 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 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 Glowing Guardian, you shouldn't have much of an issue!

Disposable - Guitar Hero [EE]: Win and earn Disposable.
★★★★★★★★
You are saddled with a Ghostly Guitar, which automatically plays each time you level. When it plays, it will level up every enemy on the map and then remove all of the lowest level monsters.

This one is pretty tough because of the way it ramps up over time. At level 2, all level 1 monsters get levelled and removed, so you'll only have level 3 and up targets. At level 3, you have to target level 5s, etc. Once you reach level 6 ALL monsters besides the bosses will be removed.

This effects the Bridge Troll as well, so you will never have a level gap less than 4 when trying to fight it. This means you are probably best off playing the toll, unless you find WEYTWUT or PISORF.

Fortunately, the bosses are not any harder than usual, so if you focus on obtaining some spiking resources you should be fine.

Curious - River Revenge [EE]: Win and earn Curious.
★★★★★★★★
Zin Kibaru has Blinks, 156 attack, and 498 HP. The bridge troll is level 10, has 117 attack, and 415 HP, and is mandatory (you can't pay the toll!). All enemies have 50% physical resist on one side of the bridge, and 50% magic resist on the other. Zin Kibaru gains resists as he blinks accordingly, and all other bosses will also get resists from their side.

I did it going in blind with an Orc Berserker with a Golemancy Scroll, but I can't say I recommend that approach - I got VERY lucky with bosses and an early PISORF that let me go to the magic resist side early on. It works well if you can avoid the physical resist side, but otherwise you'll probably crash and burn. You probably want a more hybrid approach - maybe a sorceror? Whatever you do, the troll will probably be the hardest boss, and getting a way to reduce resistances, like piercing wand, can help. (I used Golemancy scroll, which is a pretty good item here if you want a more physical build)

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★★★
The Bridge Troll gains 65% resists and berseks at 65%, making it even tougher. Rusulka's have their corrosion increased to 2 and gain 1 Bewitch per level. Druid's gain spawn plants equal to their level. Tokoloshe's gain Serrated Strike. Zin Kibaru gains FIVE corrosive and his health increases to 668, and he Blinks.

This isn't too bad, but there is a TON of corrosion as well as a bit of weakening so make sure to bring apothecary and prep the debuff cures, because you will need as many as you can get. Earthmother to petrify enemies you don't want to fight or Jehora Jeheyu for another cure can help. If you only have the two, you probably don't want to use a salve until you have about 10 corrosion on you. Make sure Zin Kibaru is the last boss you fight - he blinks so is hard to regen fight anyways and he has such massive corrosion that it will be hard to fight anyone else after him.
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

Hurr: (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.

Recommended Classes + Races
This dungeon is easiest with a caster setup, so Elf/Gnome/Orc Wizard, Elf/Gnome Sorceror, Elf/Gnome/Dwarf Bloodmage.

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, 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.

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 health or mana 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, and Mystera annur. 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).

Disposable - Corrosive Circumstances [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Guard with Twisted Fingers (corrosive strike, when you level up all visible enemies and you get corrosion equal to your new level, any damage you deal is capped at double the corrosion on the target).

This one is interesting - I recommend prepping the Earthmother, fireball magnet, a burn salve, a schandenfreude potion, quest items, a compression seal, a shield, and black market.

Your goal is to get as much corrosion on as many enemies as possible. The earlier you can reveal enemies, the better, but you also don't want to waste blackspace. LEMMISI is pretty good for this reason. Especially prioritize finding Herp and Hurr. The Earthmother is useful here as she helps you corrode enemies and build up your own HP and damage resistance, as well as provide a late game mana spike.

You'll probably want to use your first burn salve around level 4 or 5, as by that point you'll have 9 or 14 corrosion which is pretty rough. Buy a second one from the apothecary and save it for the Hurr fight. Wait until you have 98+ max HP and have revealed both Hurr and Durr. Then, use your burn salve and kill Hurr and then hit Durr to kill him. After this, use your remaining blackspace to heal up and then go after Herp.

Curious - Blood Brothers [EE]: Win and earn Curious.
★★★★★★★★★
In this run, all bosses are mandatory, damaging Hurr will overheal Durr and Herp for the same amount, damaging Durr will overheal Hurr and Herp for the same amount, and Hurr and Durr are not set to 1 HP after the other is killed.

I did this with a Halfling Priest with Naga Cauldron, fireball magnet, Myster annur, Schadenfreude (but you might be better off with Burn Salve)+Whupazz+Health+Mana potions, compression seal, perseverance badge, black market, and quest items.

I worshipped Mystera immediately and played a normal caster based approach until level 6 or 7 ish when I killed Hurr. Then, I levelled up and killed Herp using HALPMEH as my support spell. After that, I used up my remaining blackspace to heal and killed Durr.

I think this build is a good choice here because you have a moderately strong midgame mana spike for Hurr, and then a very strong lategame health spike which lets you go after Herp before Durr and avoid the extra 400+ hp that he would otherwise have.

Egotistical [EE]: Win and earn Egotistical.

For the bosses, Herp gains improved stats and Retaliate: Fireball, while Hurr and Durr both gain 5 layers of death protection.

For the enemies, Minotaurs now berserk at 75% and have Unstable and 25% magic resist and the snakes spawned by Cave Snakes now have Mana Burn.

I went in blind with a gnome wizard and that worked fine, but if you plan on playing a caster I would recommend either going with HALPMEH / an Orc with PISORF for damaging Herp or prepping the Avatar's Codex. I was lucky with finding HALPMEH. I think a Paladin would work well, since you start with HALPMEH - Minotaurs and common monsters are ideal targets for that approach and you can kill Durr than use BURNDAYRAZ and popcorn to finish off Hurr. Make sure to bring a burn salve (and probably apothecaries) for all the corrosion.
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 think this is the hardest Hard dungeon in the base 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.

As for the boss situation - Rex is pretty tough for a physical build, 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.

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. Other than that, bear mace can help with walls and crystal ball is always good if you aren't berserker.

For the fighter, I went caster 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 is a great god to worship!

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 great for the berserker, as always. Your easiest targets will be dragon spawn - hope you get a magical attack random enemy / boss!

Disposable - Tectonic Tango [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Guard with an Earthshaker (+100% knockback damage, -200% bonus damage, enemies are knocked back until they hit a wall or other enemy, knocked back enemies turn tiles they pass through into walls).

On my first run through here, I tried to lean entirely into knockback damage and prepped Binlor. I don't recommend this - using the Earthshaker too much makes it very hard to actually navigate the dungeon, and no matter what you do your melee damage is still gonna be subpar - the most you can get knockback damage to is 175%, which is really not that strong considering the investment it takes and that you'll be doing 0% to enemies that aren't positioned properly.

On my winning run, I prepped Mystera and fireball magnet and took a mostly caster approach, but still using my knockback damage where possible. Finding ENDISWAL is really helpful.

Curious - Rat in a Maze [EE]: Win and earn Curious.
★★★★★★★
In this run, there is no random boss, and Rex has half his normal HP. However, there are 3 more copies of Rex that also have to be killed to win. Rex and his copies will chase you around from the beginning, basically trapping you after every kill. Every time you destroy a wall, they all gain 1% resistances - so don't try to prep a Titan Guitar.

This was probably way harder before EE introduced the Spy class. Now it isn't too bad. A spy can see the entire map almost immediately and teleport anywhere.

I recommend using a Gnome spy with more mana boosters, mystera annur, crystal ball, and whatever else you want. Use the typical spy strategy, teleporting to good targets to kill them after picking up BURNDAYRAZ. If you see ENDISWAL, it is still a good grab, as sometimes you want to conserve blackspace for more teleportation.

Once you are level 6 or so, the bosses are pretty easy to burst down with fireballs, especially once you grab your mana boosters.

Egotistical [EE]: Win and earn Egotistical.

Rex has his attack raised to 97 and gains Unstable and 90% protective blessing. Otherwise, this just makes an already tough dungeon even harder. I used a Gnome Spy here since with 97 health and berserk it's pretty hard to fight Rex physically and Spy is great in this dungeon. Pick your targets well and try to fight as high level targets as you can handle because once Rex starts following you it gets a bit tougher.
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.

Recommended Classes + Races

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.

Disposable - Rock Hard Resistance [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with a Nullifying Wand (melee attacks and fireballs erode 9% resists, but you can't deal damage opposite an enemies resistances. You also can't lower resistances any other way.)

I recommend prepping fireball magnet, mystera annur, and schadenfreude.

This requires some luck with the random boss. On my winning run, I got Tomithy Longdall, and being able to kill him at level 4 with a catapult to level 5 REALLY helped. If you get Tower of Goo, the Iron Man, Frank, or Super Meat Man you are probably dead.

You need to be REALLY efficient with mana use. You should always be casting fireballs whenever you have spare mana, both for piety with Mystera and to lower enemy resistances (even if an enemy has physical resistance and the fireball does no damage, it will still erode their resistances!). Once you uncover the Gaurdians, they are excellent targets for this. If you have fully eroded their resistances, they are easy to kill with fireballs and can be done as low as level 4 with a catapult to 5.

Great items to find are Soul Orb, Viper Ward, and Crystal Ball, but especially soul orb as otherwise wraiths and plants will cause you to hemorhage piety and generally become annoying.

Wraiths are great targets if you can break through there resistances - they have low HP so you can level off much higher level ones and it only takes 3 fireballs to lower there resistances enough that fireballs start doing damage.

Good luck!

Curious - United We Stand [EE]: Win and earn Curious.
★★★★★★★
All enemies have +50% resistance of one type, chosen randomly. The spawned golems have 90% of one type, chosen randomly. The guardian bosses each have 90% instead of 75%.

This is not that bad. You just really need to commit to a hybrid approach.

I went with a Gnome Warlord with Mystera and a Crystal ball. This way, I could use CYDSTEPP on the magic resist enemies and BURNDAYRAZ on the physical resist enemies.

Three Wishes Pt. 1: Win and earn Egotistical.
★★★★★★
It's harder Rock Garden but it's still pretty easy. A Gnome Sorcerer of Mystera does the job pretty well, especially if you bring something like an Eclipse stone. The bosses are a lot tougher than usual but unless you get bad luck with the common monsters the monster pool is pretty easy. The spawning golems can be problematic since they have high magic resistance but fireballs and mana shield make quick work of their death protections.
Hard Dungeons - Cursed Oasis (part 1)
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.

Recommended Classes + Races

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 very poor choice here due to the dependence on resistances and regen fighting.

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 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 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.

Disposable - Sweating Blood [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Guard with a Soul of Suffering (small item, 30% chance for free casts but casting a spell costs 2 health for every mana point spent) and a Bag O' Illusions (a bag filled with one use of each spell in random order. Spells cost full mana to cast but no health, and the soul of suffering 30% free cast chance does apply to them. The bag refills on level up if empty, but kills you on level up if not empty).

This one is very gimmicky. You have to fully drain the bag o' illusions each level or you will die, which is gonna cost you on average 42.7 mana. That's a lot of tiles you'll have to waste each level.

I recommend the typical Earthmother strategy - you really don't want to have to deal with fighting two bosses here.

Prep earthmother, black market, quest items, compression seal, perserverance badge, can of whupazz, reflex potion, quicksilver potion, and health potion. Use petrification to level up off higher level targets and spam vineform, but start saving up before the boss.

You should fight the boss at probably level 7, ideally early on in the level so you don't level up from killing the boss. Use your whupazz, quicksilver, and reflex potions on it to do lots of damage with minimal curse stacks, then use petrification, popcorn kills, or greenblood to remove curse between hits.

Curious - ??? [EE]: Win and earn Curious.
★★★★★★★★
In this version of the dungeon, all monsters except bandits are in the Cursed Realm. There is also 1 extra bandit of every level. Additionally, the Cursed Dragon has higher health (728) and the Curse Shade has impossible stats (999 attack, 9999 hp, 90% resists).

This isn't that tough, it just requires you to rethink your approach to curse management a bit.

I went with a Gnome Magician and prepped the Earthmother, a crystal ball, schadenfreude, a compression seal, and black market. Magician is good here because you can use EM + your glyph conversion to slow the boss so he cannot retaliate and then fireball him for heavy damage.
Hard Dungeons - Cursed Oasis (part 2)
Egotistical:
★★★★★★★★★
The Cursed Dragon 50% Riposte, which makes you take much more damage while fighting him (especially if trying to fireball him) and makes you get cursed twice with every hit. The Curse Shade has it's attack reduced to 52, but has 100% lifesteal.

The only other notable changes here are Shades get all around tougher (but without significant changes), the armors gain serrated strike (making them pretty costly targets), and the thralls gain death protection.

I used an Orc Crusader here, which somewhat trivializes the boss fight since you can't get cursed and makes thralls good targets. You do have to be careful to make sure you can take a hit though - I brought dragon shield and worshipped Binlor to build up some magic resistance. Otherwise, just be sure to bring a fortitude tonic for the bandits.
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!

Recommended Classes + Races
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.

Finding a way to manage the walls is really helpful - ENDISWAL and PISROF are super useful glyphs here, and you probably don't want to worship the Earthmother.

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, Sorceror, 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.

Probably the easiest run is sorceror. A sorceror 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 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 find ENDISWAL or PISORF 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 it should not be a problem.

Disposable - Taking Hearts [EE]: Win and earn Disposable.
★★★★★★★★★
This one is pretty tough. You play as a Human Guard with a Fire Heart and a Stone Heart, which both work as normal, and a Spirit Heart (doubles mana regen but no health regen and BURNDAYRAZ does halved damage).

The intended approach here is definitely to use PISORF, but on my winning run I didn't get it at all. I ended up using HALPMEH and GETINDARE as my main spells, and an early WONAFYT which I used to collect popcorn. I used a typical late game Dracul approach, but it was tough because my only good spell was HALPMEH and I didn't want to anger Dracul, so I ended up desecrating the Earthmother for some indulgences.

If you CAN get PISORF it is good, but I don't recommend prepping Binlor - turning a bunch of walls into water makes it kinda hard to actually use PISORF due to the layout here.

Curious - Mirror Magic[EE]: Win and earn Curious.
★★★★★★★★★
In this version of the dungeon, ALL enemies and bosses revive as two copies of themselves with halved HP (without granting XP). Only the final copy will grant XP when killed. Petrifying either of the copies will prevent the other from granting XP. This makes it a lot more resource intensive to fight enemies, AND it makes the walls here form faster. You also aren't able to block walls in this run - they will spawn on top of you!

I went with an Elf Wizard with pretty standard preps and Shadow Heart here. This is a pretty good setup for the dungeon - you really want to be able to quickly recover between fights since you need to kill enemies multiple times, so a caster with Shadow Heart is powerful here - especially since both bosses are (usually) vulnerable to fireballs. The only problem is you really, REALLY need to find ENDISWAL for this run, and ideally fast, so you might need to reset a few times. For the bosses, you can take then the warlock first, with a catapult (probably to level 7 or 8). Then ideally you can reach the next level threshold for Evolvia.

Egotistical:
★★★★★★★★
For the special enemies here, the Minotaurs have 100% knockback, unstable, 25% magic resist, and berserk at 75%. The Djinns gain Bewitch: 1 per 2 levels. The changelings have a unique ability of shifting through various enemies when damaged, gaining their traits and appearance. Evolvia just has a tough selection of his traits - First Strike, Curse Bearer, 80% Physical resist, retaliate: fireball, and 100% deathgaze.

I used a Gnome Sorceror with Avatar's codex - this is strong for the boss but you need to make sure you can either slow him or heal back to full between fireballs.
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.

Recommended Classes + Races
Human paladin, Orc crusader, Any Bloodmage

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 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!

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.

Disposable - Passable Experience [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with Kingslayer's Edge (small item, +2 XP on same level kill, prevents targeting lower level enemies but you can walk over them)

The problem here is that by default, even if you fight only same level enemies and make sure to kill their revenants before levelling up, Stheno is gonna end up with MASSIVE resistances.

I suggest prepping Glowing Guardian. Humility gives you an extra shot at level 1 (the level with the most enemies) and absolution spam will remove the lower level enemies you can't kill. After doing this, it doesn't require much special strategy - just always fight same level enemies unless there are literally none left. Stheno will probably end up with a little bit of resistances but not much.

Curious - Endless Horde [EE]: Win and earn Curious.
★★★★★★★
In this version of the dungeon, all monsters spawn 2 revenants of YOUR level when they die. Additionally, if you don't kill every monster before fighting Stheno, she becomes completely Immune.

This is not bad at all, just use a Human Paladin, ideally with Glowing Guardian. Revenants can't poison you and since you'll mostly be fighting higher level enemies anyways them spawning at your level is actually better for you. If you can find GG, you can use him to convert low level enemies into health and not have to fight their revenants.

Egotistical: Win and earn Egotistical.
★★★★★★★★
The notable changes to enemies here are that Nagas gain Riposte (so bring a fortitude tonic!) and Revenants have their attack reduced to 50%, their health increased to 100%, and gain Unstable and Spawns (spawning level 1 revenants).

As for Stheno, she gains 50% resists, so now it's twice as important to kill as many enemies as possible.

I recommend a Paladin here - you REALLY need a way to deal with poison since you will be drowning in Revenants.
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.

Recommended Classes + Races
Orc/Dwarf Rogue, Gnome/Any Bloodmage, Any Sorceror, Goblin Assassin

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.

Disposable - Trickle-Down Demolition [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with a World Cruncher (every time you level up, the two outermost rings of the level are completely destroyed and turned into water) and a Demolition Badge (+10% damage, fireballs also damage orthogonal enemies).

If you stand in the area of effect of the World Cruncher as it activates, you sink below, where you can find every enemy that previously sunk. Enemies will keep sinking after this as you continue to level up.

This one is really weird but it seems much harder than it is. I recommend preparing Jehora Jeheyu and using her to clump up enemies of similar levels (orthogonal so they will all get hurt by AoE fireballs, with a few of each range near the center - you can leave others further away and use them as popcorn once you sink. Put the bosses next to eachother but you can leave them away from the center. Use JJ's boons to get a ton of max health and mana, and then once you've explored most of the map and got everything you want out of JJ (leave the subdungeon blackspace unexplored) you can start fighting using your AoE fireballs. Once the water gets very close to the center and you run out of good clumps of enemies, you can position yourself so you sink. Now you can use a level up catapult to start fighting the bosses, beginning by using Whupazz on SMM and then fireball tower of goo to death. This should leave SMM with around half health and you can finish him off with any blackspace and potions you have left.

Curious - Meaty Madness [EE]: Win and earn Curious.
★★★★★★★★★
All monsters are meat men variants (meat men, gelatinous things, profaned flesh, mystery meat)

Mystery meat are unique to this dungeon - they have Cowardly, Mana Burn, Magical Attack, Wicked Sick (+1 level), and Zotted! (halved max HP but overhealed). They have massive stats. All enemies are effected by decay, and an additional stage of decay gives all enemies +10% riposte.

Tower of goo is replaced with tower of meat, which is identical but effected by decay.

Super meat man is also effected by decay and starts with 10% riposte.

I did this with a Troll with Shadow Heart, but I'm not sure I can recommend that approach - I got lucky with a viper ward. The poison here is really brutal and you probably want to plan a way to deal with that, whether that's prepping a viper ward, playing a class with poison immunity, or prepping quest items and just hoping (that's what I did).

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★★★
Be ready for lots of debuffs - the slime blobs here gain weakening blow and retaliate: fireball, the Muck Walkers gain 1 ensnare per level, the Gelatinous things gain corrosive and first strike, and the acid blobs gain Unstable. As for the bosses, it's the usual variants. I used a Half Dragon here because the knockback helps with the layout and the magical attack helps with both bosses, but a more generically good class like a sorceror could be a bit easier.
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.

Recommended Class + Race
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. 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.

Finding a way to reduce Itsssamna's resists is very helpful but definitely not necessary. If you are a caster, a Piercing wand is a good way - otherwise, BYSSEPS can chip away at them and some gods (mystera annur, binlor ironshield, jehora jeheyu) can reduce enemy resistances. You could even bring the really big sword but I don't recommend it since then all of the naga here can't be used as popcorn without getting weakening.

Disposable - Going Green [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with Gardening Shears (+4 base damage, plants drop harmful seeds into your inventory) and 6 seed packs (replaced with seeds when you destroy plants).
The plant seeds have the following effects:
  • Corrosive creeper: +1 corrosion on level up
  • Barbed bush: -10% damage
  • Plant: No effect
  • Mysterious Murkshade: -0.5 max mana, rounded down
  • Poisonous Pod: -5 max HP
  • Erosive Eelroot: +1 weakening on level up

The effects stack, and each plant drops 1 seed (the stack will display as 1 higher than it really is for some reason), and there is no way to get rid of seeds. They all have pretty terrible effects which happen on top of the standard plant effects, so you really want to avoid them.

I recommend prepping the Earthmother, not using any of her plant generation boons (except maybe entanglement to finish off a high damage boss), gaining piety by petrifying plants or high level naga and then repeatedly using clearance to both help with fights and remove a ton of plants. Other than that, you don't need anything special here except that you probably want burn salve+fortitude tonic (especially fortitude tonic for Itsssamna) unless you think you'll be able to avoid ever killing a single plant (which is hard as EM can spawn kind of far from you)

The worst debuffs to get, especially early on, are corossive creepers and especially eelroots, so avoid killing those at all costs.

Curious - Blighted Overgrowth [EE]:
★★★★★★★★
In this variant, all plants have Corrupting Aura: 1 (drains 1 piety or 1 health if you don't have enough piety) and all enemies (and bosses) spawn 0.5 plants per level rounded up when damaged. Also, barbing bushes do not appear at all and Itsssamna blinks.

I went with an Orc Crusader, which I highly recommend as it lets you freely kill all plants except barbing bushes and corrosive creepers, plus you get INSANE damage.

I brought a Cursed Cutlass (an item from Oasis Town which gives +5 base damage and erodes 3% enemy resists per attack, but curses you every time you level up) for Itsssamna but you could consider bringing a more general item instead.

This one really isn't too bad with this strat, the plants only deal 1 damage to you and so the only really annoying one is corrosive creeper, which is just 1/5 of the plants spawned.

Egotistical [EE]: Win and earn Egotistical
★★★★★★★★
Itsssama has higher attack and 50% riposte. As usual, the nagas here gain riposte and the vampires gain essence drain. I brought an Orc Crusader, since you can easily clear out plants and get massive damage to crush Itsssama before the weakening builds up. Make sure you have good health though, because the riposte on Itsssama really hurts!
Hard Dungeons - Creeplight Ruins
Difficulty
★★★★★★ (Hard - 110%)

Enemies
Zombies, serpents, golems and 1 other random commen 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.

Recommended Class + Races
Halfling 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 piety spike for form 2.

Disposable - Two Feet Under [EE]: Win and earn Disposable.
★★★★★★★★
You play as a Human Guard with an Orb of Undeath (gain 1 DP per level, revives you as an Undead form which switches each time you level up). The undead form you take depends on if you are an odd level or an even level. At odd levels, you take Zombie form (+15 max HP, mana set to 0), and at even levels you take Wraith form (+1 max mana, poison+mana burn immune, health set to 1).

You have two strategies - ignore your death protection and play as normal but with no benefits, or embrace it and work with the pros and cons of your forms. I did the second one but it might be easier the first way.

For the boss, the second form you will want to be a zombie and the final form you will want to be a wraith. For the first form you can be either, but I think it is easier with a wraith. So probably fight form 1 at level 6 or 7, form 2 at level 7, and form 3 at level 8. If you have a good source of XP you can do it at levels 8 9 and 10 but that's unlikely in this level.

Curious - [EE]: Win and earn Curious.
★★★★★★★★
In this version of the dungeon, all enemies level down whenever you level up, making it very hard to get XP. Killing the sacrificial goat will cause all enemies to turn level 10 (as well as turning cultists into shades), making it easy to get lots of XP if you can kill them.

Killing the goat turns Anoobis into a shade (102 attack, 348 hp, 30% resists, undead, blinks, revives) which revives into Frozen Corpse form (82 attack, 272 hp, 50% magic resist, frostbite: 10, undead, bloodless, revives) which revives into Forgotten Soul form (82 attack, 217 hp, undead, ensnare: 1, corrupting aura: 20, bloodless, 60% physical resist).

You want to level up off of cultists until you can get strong enough to kill a single shade - using a class with strong magic or a powerful burst (i used sorceror with a crystal ball, but halfling priest also works very well for this since literally every enemy is Undead) this can be done around level 4 or 5 depending on your burst ability (i would just wait until you've explored most of the map, killing cultists along the way). After this, you can kill the goat and level up off of shades., then fight Anoobis - he is similar but each phase is a bit harder, but not in a way that requires special consideration. Alternatively, you can just skip the goat and level very aggressively (using things like IMAWAL and tikki tooki's learning) to kill Anoobis the normal way.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★
The cultists here get Curse Bearer, and the Shades get 30% magic resist.

As for Anoobis, his first form gains Curse Bearer, his second form has higher attack (90) and revives as an intermediate form (with 77 attack, 261 health, undead, bloodless, and 25% resists), and his final form gains Ensnare: 1 and increased health (304) but decreased attack (65). I used a Gnome Wizard with The One Horn (mostly used against Cultists) which worked well here.
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 (18x18 instead of 20x20). 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.

Recommended Classes + Races
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, Sorceror (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 Sorceror.

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 - I guess at least you'll have the mana shield?

Disposable - Stress Relief: Win and earn Disposable.
★★★★★★★
You play as a Human Guard with a Berserker Sigil (-100% damage, grants stacking +10% damage whenever you attack a same level monster capping at +100%, resets on kill, +3 health regen per tile, +5 max HP).

I recommend prepping a Perserverance Badge, attack boosters, Taurog, a compression seal, and reflex+quicksilver potions.

Keep berserker's alive, as they will level up with you and you can keep using them to boost your attack. Rush taurog's shield and then his sword to fight enemies 2 levels higher than you for the first few levels. Once you reach level 7 or so, target Bjorn first and then the other boss. Convert basically all glyphs on sight except BURNDAYRAZ. Hope you don't get tower of goo, but I got the Tormented One and can confirm you can even kill a boss with 69% physical resistance with this strat. Tower of goo might be a bit much, though.

Curious - Unstoppable Fury: Win and earn Curious.
★★★★★★★★
In this version of the dungeon, all enemies and bosses get +50% berserk. Additionally, all enemies but not bosses get 1 layer of death protection, and Bjorn gets doubled attack (150, 225 when berserking) and 5 layers of DP. Also, ALL monsters level up with you like Berserkers do.

I went with a Troll with Fang Talisman (item from Abandoned Nest which cuts enemies max HP by 80% and bosses by 20% while you are fighting them, making regen fighting much stronger).

I recommend fighting much higher level enemies using the Talisman until you can reach level 10, and then regen fighting the bosses. Bjorn isn't too bad here because you can ignore his high attack and his magic resist.

Egotistical: Win and earn Egotistical.
★★★★★★★
The Berserkers here now Berserk at 75% and gain Ensnare: 1 and have mildly improved stats. Burn Vipers gain 1 Bewitch per level. Frozen Trols gain 1 frostbite per 2 levels.

Bjorn gains 93 attack, 477 health, Berskers at 95%, fast regen, and ensnare: 1. I used an Orc Paladin with Dragon Shield - there's no curse in this dungeon and Born does physical damage, so this works well here.
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).

Recommended Classes + Races

Orc Berserker, Elf/Gnome Sorceror, anything else

Strategy
This dungeon has a pretty rough enemy set. Both animated armours and steel golems are quite tough, and Illusions are probably the single worst enemy in the base game (not counting EE - there are definitely a few in EE that are worse). 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.

Note that the abundance of magic damage here makes Mystera harder to use than usual.

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.

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 Priest.

Disposable - Sapphire Squire [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Guard with a Sapphire Helm(?) (grants +1 max mana, +1 base damage, -1 BURNDAYRAZ damage per level, and death protection on kills - also secretly removes all health gains from levelling up!).

This isn't as bad as it seems. Death protection on kills is a pretty strong ability, and if you can find PISORF you have a valid spell option with no debuffs, but BURNDAYRAZ is still usable. The Orb of Lusory isn't very useful here but the Indomitable is still a complete pushover. Any Gods that give you max HP are very helpful - I think the Earthmother is the best here, as you can use her to get lots of DR and max HP, plus corrode enemies.

Curious - Tempered Steel [EE]: Win and earn Curious.
★★★★★★★
Every time you level up, 3 Illusions of your new level with No XP spawn at the start and chase you around with each kill. Illusions otherwise do not appear. There is an extra boss named Illusory, who has 90 attack, 380 health, Weakening Blow, Retaliate: Fireball, and 50% Physical Resist.

I used an Orc Crusader here with Dragon Shield and worshipped Glowing Guardian. Crusader is great for this dungeon and has an easy time with the monsters. Glowing Guardian works nicely to build up your health a bit for the Illusory boss and to take cleansing during the boss fight. Bring a fortitude tonic and plan to buy a second during the dungeon - you can clear out the Illusions whenever they fully surround you (you probably won't be able to kill all of them because of the weakening but can probably get most with some blackspace) and cure the weakening after. Then, after killing the Indomitable (and the other common boss if it has Magical Attack), if you get overwhelmed again you can smash the orb to clear out the illusions one more time.

Three Wishes Pt. 2 [EE]: Win and earn Egotistical.
★★★★★★★★
Harder Halls of Steel. Illusions were already a pain and their upgraded form (Memories) are truly, deeply obnoxious. The upgraded armors are also problematic due to Serrated Strike and many of them will not be worth killing too - they make terrible popcorn. Earthmother is HIGHLY recommended for the usual benefits and the ability to petrify memories/armors. The Indomitable goes from a pushover to actually quite frightening - he gets boosted health and serrated strike AND a MASSIVE attack. You'll need good magic resist to hit him physically - with 65% (orb of lusory + 15% from somewhere else) his attack drops to 94 - still a lot but reasonable to deal with. Usual tactics for dealing with death protection (popping burning stacks on other monsters) are very helpful here.
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, which destroys walls)
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, letting you make an item small)
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: Spoon (small item that gives +1 base damage)

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 bosses 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 the unlock: 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).

Recommended Classes + Races
It can be done with anyone, but the Vampire is by far the easiest. After that, probably a Human Paladin.

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 depending on your setup.

This dungeon is not too hard - you only have to make it through 3 floors, and Horatio has high HP but nothing crazy. He can be regen fought with whatever blackspace you have left, assuming you are doing more than 75 damage by that point. If you want to see what Gaan-telet is like when taken to the next level, try out Vicious Gaan-telet.

Quests

Oh, Horatio!: Defeat Tower of Gaan-Telet and earn Purist (no preps). (Unlocks Vicious Gaan-Telet and the Vicious token)
★★★★★★★★★
The easiest class to win with is a Vampire, but any class can win here without too much trouble. All the general strategy tips apply, having to earn Purist doesn't change much.

Disposable - Trial of Heroes [EE]: Win and earn Disposable.
★★★★★★★★★
You play as a Human Guard with a Spoon of Heroes (+1 base damage, gain 3 random traits from random classes). Certain traits that are exclusively harmful (like damned or hand to hand) are excluded from this.

Curious - Unbalanced [EE]: Win and earn Curious.
★★★★★★★★★★
In this run, Horatio has his VGT stats (5000 hp, berserks at 50%, 50% resists). This is quite easy for Vampire, who will easily be outhealing his damage before Berserk and taking very little damage after Berserk. You might want to bring some way to get through resistances, like a Really Big Sword.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★★★
Horatio gains 50% resists and Berserks at 50%, just like his Vicious counterpart. Fortunately, his health remains at 999.

All of the special enemies get buffs. Immortal Yang revives as an identical copy, the Goblin Miner gains Curse Bearer, Dancing Blade gets No XP, the Gelatinous Thing gains Corrosive, the Illusion gains 25% Protective Blessing, the Bridge troll has resists and berserk raised to 65%, the Burn Viper gains 1 Bewitch per 2 levels, and the Golden Statue has its attack raised to 100%.

This all makes things harder, but it doesn't change up the strategy too much - the main difference is just the resists on Horatio, so it could be worth using Binlor or BYSSEPS or the Cursed Cutlass to erode those. A strong class for this dungeon like an Orc Monk can win without that, though.
Hard Dungeons - Hidden Workshop [EE] (part 1)
Difficulty
★★★★★★★★ (Hard - 120%)

Enemies
One random common enemy will appear.

Stone Jelly:
Attack: 100%
Health: 90%
30% resists
60% deathgaze

Flint Devil:
Attack: 110%
Health: 100%
Unstable

Piloted Golem:
Attack: 100%
Health: 60%
50% knockback
Revives (as a same level ancient ooze, without granting XP)

Ancient Ooze: (Comes from Piloted Golems)
Attack: 50%
Health: 100%
50% physical resist
Cowardly
Bloodless

Arcane Golem:
Attack: 100%
Health: 100%
Magical attack
Berserks at 50%
Blinks

Bosses
Goodusa:
Attack: 90
Health: 570
100% deathgaze
Special: gains 0.5 resists per enemy level for every enemy you kill

Lavavein:
Attack: 50
Health: 570
Unstable
First Strike
Special: gains 0.5 attack per enemy level for every enemy you kill

Gimmicks
The only gimmick here is the way the bosses power up as you kill enemies. Goodusa especially becomes insurmountably difficult if you leave her along too long.

Recommended Classes + Races
Orc Rogue, Gnome Sorceror, Gnome Warlord, anything else

Strategy
You have a time limit on the bosses here. Goodusa gets MUCH harder to kill and Lavavein gets crazy damage if you wait too long to kill them. But they also start out fairly tough - so you can't just kill them super early on. It's a tough balancing act that really emphasizes efficient levelling. Popcorn is less useful here - anything that utilizes enemies with killing them (IMAWAL, Absolution, etc.) is great.

Quests

Supply Chain Analysis: Win with a Tinker and earn Warmonger (no glyphs) and Cheeky (first kill is level 2+). (Rewards 1500 gold and access to Flooded Foundry)
★★★★★★★★★★
This is VERY hard - warmonger is a tough badge. Cheeky is a freeby, though.

I recommend playing an Orc or Human tinker and prepping a Really Big Sword, Taurog, Platemail or Bag O' Tricks or Titan Guitar, Compression Seal, Black Market, Elite Items, Whupazz+Reflex+Quicksilver+Health potions.

Really big sword is a critical item here as it lets you hold off on engaging Gooduse without penalty. This will make Goodusa the easier of the bosses, and she can be killed around level 7 using health potions. Platemail will really help throughout the game but Bag O' Tricks will help you finish off Lavavein since it doesn't count for Warmonger (Titan Guitar works too and destroys walls, which is nice). Whurgarrbl is a good item to find as it adds another method for finishing off Lavavein.

Personally, I went with an Orc Tinker with RBS, Bag O' Tricks, Compression Seal, Whupazz, Reflex, Quicksilver, and a Health potion. I immediately converted glyphs to get Taurog's shield. Your best prey by far are piloted golems - they have high attack but very low HP and you don't care about their magic resist, and with the RBS equipped ancient oozes are very easy. Kill high level monsters only for now - you don't want to feed lavavein and goodusa too much.

I killed goodusa at level 6 using a catapult to level 7. At this point, her resistances were exactly 35%. I used a LOT of health potions on her, use those over your other potions as they won't be very useful on lavavein. You can convert the RBS once you've killed her.

For lavavein, get as high level as you can without getting his attack too high to take exactly one hit from him. Once you can't do that anymore, use your Whupazz for the first hit on him and then use death protections from Taurog (you can freely desecrate most altars at this point - the Earthmother, Binlor, Dracul, and even Tikki Tooki if necessary. The only ones to avoid desecrating are GG, Mystera, and JJ). Once you get him down to low health, you can finish him off with a BURNDAYRAZ from the Bag O' Tricks - you might need some blackspace antics to pull this off and you also might need another layer of death protection. Honestly, it requires quite a bit of luck. If you brought Titan guitar, you can slow him to finish him off instead.

No Handlebars: Win and earn at least SIX badges.
★★★★★★★★★
I recommend going for Cheeky (first kill is higher level), Specialist (only one type of damage - in this case physical - on the final boss), Unstoppable (kill - not petrify - all enemies level 8 and up), Ding! Max (reach level 10), Miser (don't buy anything, translocation doesn't count), and Feeling Parched (don't drink any health or mana potions).

I played an Orc Rogue with Jehora Jeheyu, More attack boosters, perserverance badge, translocation scroll, burn + fortitude + reflex + whupazz potions, Namtar's ward.

You need a really weird approach here (at least weird for me, but I've always been better with regen fighting characters that want to preserve blackspace and that just won't work very well here). The strategy I recommend is start worshipping JJ asap and start using all of your mana to teleport monsters to both get piety and set-up more XP for the future. Don't kill anything! You want to kill as few monsters as possible so you don't buff the bosses too much.

Once you have 45 piety, buy Petition and drink your burn and fortitude potions. Keep up the same strategy for another 85 piety - you want two levels of health boost and one of mana boost. The next bit will depend on what items, glyphs, and gods are available. Personally, the only useful glyphs I ended up with (BURNDAYRAZ isn't very useful here as it does such little damage compared to your attack) were WEYTWUT and IMAWAL, so I ended up using IMAWAL to petrify my slowed level 1 monsters (gives you 1 XP immediately so you only lose out on 1) and then target really high level monsters - I think my first target was level 6, which gave me 43 XP with the bonus, bringing me to level 4 immediately. You probably either want a health/resistance boosting item or a damage boosting item - personally I stole a pendant of health. Whenever you are fighting, do NOT waste any death protections - if you are about to level up and you still have a death protection and a charge on the ward, go hit a higher level monster (or goodusa if you think it's time) and then use the ward, since it will refresh on level up anyways.

You need to pick what you are doing with gods as soon as you find out what 3 you have. Personally, my other altars were the Earthmother and the Pactmaker, so I decided to leave both alone at first and then after my first kill (I probably should have held off until after my second kill) I grabbed Scholar's pact for the overheal and bonus damage, both of which were VERY useful. I've seen other people convert to Taurog and grab the resistance boost item, but I didn't get Taurog in either of my attempts so I've never tried it.

You should engage Goodusa first, set up a level catapult (I did this at level 6 I think by bringing a level 7 monster within one hit of death before fighting Goodusa, but you could start at level 5 if you feel bold) and try not to use any potions on her - just use your death protections if possible.

For lavavein, do a similar thing as soon after fighting Goodusa as possible - I think I did a catapult from level 7 to 8. Open with whupazz and then once you are ready level up, and use your reflex potion. Try to save a death protection for the last bit - it's pretty nasty. I converted IMAWAL before this fight but held onto WEYTWUT so I could slow him for the last hit and only take damage from the explosion. IF you can do this but you need the death protection, you can get another level up midfight by killing popcorn, since his attack won't matter anymore. Don't do this if you don't have WEYTWUT since death protection will only block an Unstable explosion if his attack doesn't break through it first.

After killing lavavein, all you have to do now is mop up any remaining level 8's or level 9's and reach level 10. This should be pretty easy unless you left literally nothing in the tank. Good luck!


Hard Dungeons - Hidden Workshop [EE] (part 2)
Disposable - Back to Basics: Win and earn Disposable.
★★★★★★★★★★
★★★★★★
You are equipped with a Gaia Goop (+75% knockback and deathgaze, -2 base damage per level and enemies that are within 2 spaces of eachother become Immune).

I'm... not really sure what to do for this one. You have garbage base damage and you have to spend time shuffling enemies around so you can attack them at all (and you can't use spells for this because they are magic immune!), and it's hard to actually USE the knockback damage since it only works on non-immune enemies. I ended prepping Taurog and getting lucky with an early Binlor find, which I used to get +40% knockback damage, converted to Taurog and grabbed Skullpicker, converted BACK to binlor for stone skin, and then got very lucky again with an Amulet of Yandor find and a late Dracul find - and it was STILL very close.

Curious - Cross Purpose Killers: Win and earn Curious.
★★★★★★★★★
Lavavein now has Berserks at 100%, Goodusa now has only 75 attack and no deathgaze but has 100% riposte. When you kill enemies, Lavavein and Goodusa get their usual buffs but Goodusa also gains 0.5% deathgaze and loses 0.5% riposte per enemy level, and Lavavein loses 0.5% berserks per enemy level.

This isn't as bad as it seems, you just need to find the balancing point to fight them. Lavavein gets a lot scarier, but I think this actually makes Goodusa *easier* for a physical build due to the lower attack and deathgaze. I went with an Orc Paladin with Glowing Gaurdian, Perseverance Badge, More Attack Boosters, Compression Seal, Dwarven Gauntlets, Whupazz+Reflex+Quicksilver+Schadenfreude potions. The paladin resistance helps against both bosses, HALPMEH is a much better spell on Goodusa than BURNDAYRAZ due to the low attack but Riposte+Deathgaze, and Glowing Gaurdian lets you get benefits from all of the popcorn without buffing up the bosses too much. You should spam absolution through most of the game until your inventory starts to get really full. All glyphs can be converted on sight except BURNDAYRAZ (which you want for Lavavein, consider leaving it on the ground until then). Of course, if you find CYDSTEPP, cast it once before converting it.

You should use your bolstered health and damage to find enemies ideally around 2 levels higher than you and get to at least level 7 before fighting the bosses. You can start with Lavevien, opening with Whupazz and then using your physical resources (protections from GG first, probably spend the mana on HALPMEH) until he starts berserking. Then you can use reflex+quicksilver+BURNDAYRAZ to finish him off. Usually you would want your best potions for Goodusa, but Whupazz and Reflex now cause her to do a ton of damage to you due to Riposte and your tanky build probably prefers to use Quicksilver to dodge Lavavein's massive attack.

After that, you can convert BURNDAYRAZ and use anything left to prepare for Goodusa. Her fight is pretty simple, just keep hitting her and use HALPMEH, protections, and once you are out of piety potions to keep your health above her deathgaze threshold. For me, she was at around 50% everything by this point.

Egotistical: Win and earn Egotistical
★★★★★★★★★★

In this run, Goodusa gains 20% resists (making her tougher and making her resist gain higher impact) and Lavavein gains 50% Essence Drain, higher max HP, and Blinks.

As for the enemies, the Stone Jellies have their deathgaze increased to 90% and resists raised to 60%. The Flint Devils gain 25% essence drain. Risen sculptors have their stats raised to 90%, and Golem Arbiters gain 50% deathgaze (which combines with Riposte to make them significantly more dangerous).

This is quite difficult - you REALLY need to approach Goodusa fast because she gets very tough, and if you aren't a caster Lavavein gets brutal as well. I used a Gnome Wizard with Sensation Stone here and prepped Jehora Jeheyu - the goal of this setup was too exclusively spike high level enemies to level up off of so I don't give Goodusa too many resists. I ended up fighting Goodusa when she had about 50% resists and she was tough but manageable at that point. I also prepped Elite Items and Translocation Scroll because the Amulet of Yandor is a MASSIVE help here since you can reach level 5 without killing any enemies (and start worshipping JJ with higher initial piety), but I didn't end up finding it on my winning run.

Make sure to drain your mana before revealing Lavavein, and then just reveal 1 tile when you reveal him! If you do this, you can prevent him from draining any essence. Also save him for last because of Blinks, but you were probably doing that anyways since Goodusa's resist gains are so threatening.
Hard Dungeons - Oasis Town [EE] (part 1)
Difficulty
★★★★★★★★ (Hard - 115%)

Enemies
Three random common enemies.

Profane Flesh:
Attack: 60%
Health: 175%
Corrupting Aura: 1 per every 3 levels, rounded up

Lost Brethren:
Attack: 100%
Health: 85%
Bewitch: 1 per 2 levels (if you take damage from this while you have less than that number of bewitch stacks, your number of bewitch stacks is set to that number. While you are bewitched, all spells cost 2 more mana and you lose 1 stack every time you cast a spell)

Cursed Goat:
Attack: 80%
Health: 100%
Curse bearer
Revives (as a Goat)

Bosses
:
Lekon Goat: (Level 4 miniboss)
Attack: 9
Health: 25

Chieftan Dal'Zak (Human form):
Attack: 86
Health: 182
Magical attack
Revives (revives into another random form a total of 4 times, Goat form is always last)
Berserks at 50%

Chieftan Dal'Zak (Goblin form):
Attack: 100
Health: 182
First Strike
Revives
Berserks at 50%

Chieftan Dal'Zak (Dragon form):
Attack: 100
Health: 227
Magical attack
Revives
Berserks at 50%

Chieftan Dal'Zak (Minotaur form):
Attack: 100
Health: 227
Revives
Berserks at 65%

Chieftan Dal'Zak (Goo form):
Attack: 86
Health: 182
25% physical resist
Revives
Berserks at 50%

Chieftan Dal'Zak (Gorgon form):
Attack: 100
Health: 182
33% deathgaze
25% physical resist
Revives
Berserks at 50%

Chieftan Dal'Zak (Goat form):
Attack: 100
Health: 409
Berserks at 65%

Gimmicks
The entire main floor is explored from the start and all enemies have pacifist. You are told to go into a subdungeon, which has the same layout as the Lekon Devout subdungeon. When you touch the broken altar, you get the Lekon Devout trait and the Lekon Goat miniboss appears and blocks the exit. Note this means you can save exactly 13 tiles of blackspace down here! There is one other random subdungeon that might have blackspace, but otherwise that is all you get!

The starts in Human form, cycles through 3 random forms, and then ends in Goat form.

Recommended Classes + Races
Orc Rogue, Gnome Sorceror, Orc/Halfling Thief, Goatperson (yes, Goatperson)

Strategy
This dungeon is very unique due to the almost complete lack of blackspace. You will need to take an entirely different approach than usual. Your main source of refills will be from levelling up, so you need to think carefully about your targets and try to plan out your approach with each level.

The other challenge here is the boss - he has four unusually easy phases, but none of them give XP, meaning they will be a drain on your resources without giving you a refill. After that, his last phase has more standard stats, but fairly high attack - you'll need to make sure you save enough potions and popcorn for this phase.

Quests

Definitely Not Suspicious: Win and earn Purist (no preps). (Rewards 2000 gold, unlocks Lekon's Table)
★★★★★★★★★
Rogue is by far the best class for this challenge, as first strike saves you a TON of health during the dungeon and makes the boss way easier, since you will be saved up to 5 hits against him.

I went with Dwarf here because the boss has standard attack and you need to start fighting him fairly early on, and you can't really use Jehora here to bolster your health easily - but you might have more success with Orc.

Proselytizing: Win with all Magician's tower classes. (Rewards 2000 gold and unlocks Cursed Cutlass, a sword which adds +5 base damage and erodes enemy resistances, but curses you on level up and can't be converted)
★★★★★★★★★
is dungeon isn't too bad with proper preps (crystal ball is great for all of these, although bloodmage might prefer a different caster item), and all of these classes are pretty good at it (especially if you use Gnomes). I personally think Sorceror is the easiest here, so I recommend starting with that.

As a sorceror, you should have a pretty easy time killing the first goat. After that, early levelling will also be pretty easy - ideal gods are Mystera Annur or the Earthmother. Your best targets for high level kills will be Goblins, random enemies (depending on the enemy), Apostates (if you can spare the piety), and Cursed Goats, probably in that order. It's very key here not to waste any resources you get from levelling up. Ignore all of the lost brethren until you can kill the highest level one and then immediately kill all the others to minimize the time you spend bewitched - it's not a completely crippling debuff but it is definitely annoying.

You should fight the boss at the highest level you can reach where you can still do at least one level up catapult. For me, this was usually level 7. He isn't too hard - he berserks in all forms so always open with physical attacks and then finish with magical attacks. Your potions should give you a crazy spike for the boss, so you should be able to do it!

The Wizard is probably the second easiest and plays very similarly to the Sorceror. You'll probably find the early levelling a bit tougher, but the midgame easier. The best gods are still Mystera and the Earthmother, although it's more even for the Wizard whereas for the Sorceror Mystera is definitely better. Again, you should have a strong lategame spike.

The bloodmage is a bit harder since BLUDTOPOWA is essentially worthless here, but Sanguine is an EXCELLENT ability here, as it helps make up for the lack of bloodspace and unless you roll Zombies or Wraiths there are no bloodless or corrosive enemies at all. Bloodmage plays very similarly to sorceror here except that you will have a much tougher early game - bloodmage will actually struggle to kill even the initial goat without some good preps or items. Boosting your max mana is very helpful here - with more boosters prepped, you can get exactly enough for 2 fireballs, and if you worship Mystera in the late game with Elf Boots you can have exactly enough for 5 fireballs (and a single mana potions gives you enough mana for almost 2 fireballs!)

The Magician approach is similar to a wizard or sorceror but you need to play to the Magician's strengths a bit to make up for the lack of mana discount or extra max mana. You can save your glyph conversions for slowing the bosses - unfortunately, you won't be able to afford using WEYTWUT much. Earthmother is a great god here and probably worth prepping, if only for her ability to slow all enemies for only 5 piety.
Hard Dungeons - Oasis Town [EE] (part 2)
Disposable - Ritual Slaughter: Win and earn Disposable.
★★★★★★★★★★
In this run, you play as a Human Guard with a Cult Cutlass (+5 damage, grants strange powers to cultists when you kill enemies) and a Cursed Talisman (grants mark of the goat when you level up, which creates Cursed Goats). Basically, when you level up, the Talisman will cause you turn the next enemy you damage into a (full health) goat.

The enemies in this run are replaced with Goo Blobs, Minotaurs, Goblins, Dragonspawn, Gorgons, and Golems.

Killing Dragonspawn gives Dal'Zak +2 hp per level, killing Minotaurs gives him +1% berserk per level,
killing goblins gives him +1 attack per level, killing goo blobs gives him +1% physical resist per level, killing golems gives him +2% magic resist per level. He keeps these traits as he revives.

This is fairly hard, but the typical Oasis Town strats will help a lot. On my winning run, I used Tikki Tooki throughout the run and then switched to Dracul for the end, which was very helpful.

Curious - : Win and earn Curious.
★★★★★★★★★★
There are no gods, even if you prep one. The Lekon goat is level 5 but has the same stats as usual. Dal'Zak keeps the benefits of each form as he switches through them. I did this with an Orc Rogue with Dwarven Gauntlets prepped - this build works well but the only problem is that even with the Gauntlets as soon as Dal'Zak enters a higher attack form his attack gets too high for you to take a single hit, so you should frontload all your health restoration resources.

Egotistical: Win and earn Egotistical
★★★★★★★★★★
Profane Flesh gain 1 corrupting aura per level, the Lost Brethren have heavily increased attack, and the Cursed Goats gain 1 corrupting aura per level.

Chieften Dal'zak goes through five forms before entering his goat form, instead of 3.

I used an Orc Rogue with Namtar's Ward here, and worshipped GG to take Humility and build up some max health for the boss. If you find an item like Snakeboots or Heart of the City it can help a lot.
Hard Dungeons - Permafrost Peaks [EE] (part 1)
Difficulty
★★★★★★★★ (Hard - 110%)

Enemies
Goblins and one other random common enemy.

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

Sapphire Golem:
Attack: 60%
Health: 100%
Magical Attack
Retaliate: Fireball
Frostbite: 2 per level

Freezing Wraith:
Attack: 65%
Health: 90%
Undead
Bloodless
50% physical resist
Frostbite: 1 per level

Frozen Corpse:
Attack: 80%
Health: 175%
Undead
Bloodless
Frostbite: 1

Boss
Frozen Dragon:
Attack: 34
Health: 1044
35% magic resist
Magical attack
Frostbite: 10

Gimmicks
The map is very small due to being surrounded on all sides by a chasm. Once you have explored ~150 tiles, you start to get 1 frostbite for every tile you explore.

Recommended Classes + Races
Orc Rogue, Orc Crusader, Gnome Warlord, any

Strategy
This dungeon is full of monsters which inflict the new frostbite debuff. Frostbite is like the burning trait caused by BURNDAYRAZ, but it has no cap. When you take damage from an enemy with frostbite, you get frostbite equal to the amount they have. All damage you take is increased by your frostbite, but once you take damage from an enemy without frostbite, you lose all stacks. While you are frostbitten, you also lose a flat 1 health regen per tile - it doesn't matter how many stacks you have.

At low levels, getting frostbitten at all is a HUGE problem, because it is a substantial increase to any damage you take and it heavily gimps your regeneration (at level 1, it's equivalent to being poisoned). At higher levels, the regeneration effect matters less and frostbite acts more like temporary corrosion - but enemies that inflict frostbite tend to inflict a ton of stacks at once, so it adds up quickly.

This dungeon demonstrates how frostbite synergizes with itself - when only one or two enemies inflict it, it isn't a big deal at all, but when literally half of all enemies AND the boss AND the level itself inflicts it, it is REALLY hard to get rid of. Goblins and frozen trolls are assets here - goblins have first strike, so you can keep low level ones around and use them to clear frostbite. Trolls have low attack and high health, so they are more consistent clearers but you probably will be taking more damage as you clear it.

The boss especially emphasizes this. It has very low attack but very high health, and every time it damages you it inflicts 10 stacks of frostbite, which adds up very quickly if you don't have ways to clear it. It's a very tough boss and a can of Whupazz is highly recommended.

CYDSTEPP is great here, as DP lets you remove tons of frostbite from what would otherwise be lethal damage.

Quests

Cool Guy, P. I.: Win by killing at most 10 monsters (not counting the boss). (Rewards 1500 gold and access to the Troll Laboratory)
★★★★★★★★★★
This is a tough challenge that will require a bit of luck. Play as an Orc Rogue and prep Jehora Jeheyu, Compression Seal, Amulet of Yandor, Perserverance Badge, Attack Boosters, Health + Reflex + Quicksilver + Whupazz potions, Quest Items, Black market. These preps are all about getting as much damage as possible. A key glyph for this strategy is CYDSTEPP - it's possible to win without it, but significantly harder. CYDSTEPP lets you hit the boss if your frostbite gets too high and lets you discharge frostbite on high damage enemies. If you can't find it, HALPMEH and BYSSEPS and even PISORF can help too.

Worship JJ asap and explore until you find a good level 2 enemy, enough piety to by the health boon, and whatever else you need to kill the enemy. Depending on your punishments, you may be able to kill a second level 2 enemy or you might need to kill a level 1 enemy to level up - either way is ok.

Keep killing predominantly higher level enemies using your bolstered stats and keep count. CYDSTEPP is extremely useful for this phase as once the map starts giving you frostbite you can still explore - just explore until you are totally cutoff and use CYDSTEPP to tank a hit from any non frostbite enemy. Do this before reaching level 5, and then kill enemies until you are level 5. This took all 10 for me, it might take less for you (my last 3 kills were level 2 enemies as I was poisoned, mana burned, and out of HP).

Once you reach level 5, cast CYDSTEPP and quaff the Whupazz potion and hit the Frozen Dragon (why isn't it called the Frostborn? Missed opportunity). If you can clear 20 frostbite without using your death protection, you can get a second hit in on the frozen dragon now, but probably you will have to use your death protection to clear the 10 frostbite you already have instead. Then, use JJ's chaos boon to reach level 6 and clear your numerous debuffs. Cast CYDSTEPP again and do the same thing (but without the Whupazz obviously). Then, use your Amulet of Yandor to reach level 7. Now you are going all out - start using your reflex and quicksilver potions to get 2 free hits in, and then use your health and mana potions to either keep discharging frostbite or just repeatedly cast CYDSTEPP. With some luck, you should be able to kill the Dragon and win.

Finding good items will help a lot. Some especially useful ones are Trisword or Badge of Honour. Those are an instant buy if you find them - Trisword is a huge damage boost and Badge of Honour is a free hit which is huge here. Any other item that boosts your damage output or lets you get another hit in is great.

Peak of Fitness: Win with a Crusader and earn Hoarder (no conversions) and Miser (no purchases). (Rewards 2000 gold and unlocks Frigid Battlefield)
★★★★★★★★★
The badges here are fairly tough to earn and will require some care - you won't be able to get as much damage as most crusaders or save a run with a good purchase. An annoying aspect of having to earn Hoarder is that you also have no way to remove items from your inventory, so be careful about what you pick up!

Fortunately, Crusader is actually a pretty good class for this dungeon - the high damage helps you beat the Frozen Dragon before you get totally overwhelmed with frostbite. As always with this dungeon, try to leave the goblins alive whenever possible so you can use them to clear corrosion.

You have lots of options with gods here - personally I avoided gods until I was done fighting higher level monsters, worshipped TT and used Learning and dodging to get 2 level up catapults during the boss fight and a ton of piety from my popcorn, desecrated the Earthmother so I wouldn't get punished for using death protections, and then converted all my health potions into reflex+quicksilver potions. TT is a great spike here because his dodge boon and potions let you avoid a lot of the boss's frostbite, but I'm sure you could also do excellently with a god like Dracul as long as you leave goblins around to clear frostbite every 2 or 3 hits.
Hard Dungeons - Permafrost Peak [EE] (part 2)
Disposable - Icy Grip: Win and earn Disposable.
★★★★★★★★★★

God, this one is so hard. You start with a Coldward (+4 damage reduction per level but when frostbite would be remove it is cut in half instead) and a Recon Orb (explores tiles at +1 range).

I don't know how this one was INTENDED to be done, but I ended up doing it with a Tikki Tooki strat where I never took any damage at all. I prepped Tikki Tooki, Quest Items, Black Market, Compression Seal, More Attack Boosters, and a Shield. On my winning run, I bought Platemail, which is EXTRAORDINARILY useful here, but not necessary (i had a couple very near wins without it). I dumped gold into TT to get Learning immediately and then went about killing higher level enemies that had low enough attack that they dealt no damage to me. You never take damage at all, so you'll never lose piety with TT. Once you grab dodging, you'll also occasionally get some piety from dodging 0 damage attacks. You can reach level 7 probably, maybe 8 if you're lucky. Use your piety to convert all your health potions into quicksilver and reflex potions and buy any items that increase your damage - convert everything you don't need and use your potions to (hopefully) kill the boss.

Your best targets are Sapphire Golems, Frozen Corpses, and Frozen Trolls. Freezing Wraiths inflict curse, so you want to have popcorn to clear for after you fight them - if you have platemail, you'll need to use BURNDAYRAZ to clear the popcorn.

The only glyphs that are useful here are BURNDAYRAZ (for a very small amount of damage on the boss and for killing low level enemies to clear curse stacks), GETINDARE (for stacking dodge and finishing off the boss), BYSSEPS (extra damage on the boss), IMAWAL (feel free to petrify anything with more than like 50 attack, reminder that this also clear curse stacks!) and CYDSTEPP (one extra hit, cast it and then convert it)

Curious - Spider Curse: Win and earn Curious.
★★★★★★★★★
The air here is... wrong. There are additional phases of the exploration debuffs - after frostbite, you start getting corrosion+weakening, and then poison and mana burn, and then eventually you get instantly killed.

I used the same strategy here as with Cool Guy, P.I, but you need to be more careful with blackspace and less careful with your targets. Also, your potion setup should be reflex+quicksilver+fortitude+weakening. Once you start getting corrosion and weakening, you can get near a level up and then explore a bunch and use your potions to clear the debuffs and then level up. Then, you can kill the boss, using whatever else you have.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
The Frozen trolls here gain 1 frostbite per level, the Frozen corpses gain 1 frostbite per level, the Sapphire golems gain unstable, and the Freezing Wraiths gain Retaliate: Fireball. The Frozen Dragon gains Corrosive: 3 and Berserks at 70%.

This is really tough - there is massive frostbite EVERYWHERE, and basically the only way to clear it is by hitting goblins (which corrode you!). I decided to largely give up on taking more than one hit from the boss and went with an Orc Rogue with Tikki Tooki and Amulet of Yandor. I used the Amulet and then used money to get Learning, then went through killing lower level enemies and occasionally clearing frostbite on goblins (a few stacks of corrosion is fine). I ended up reaching level 8 before fighting the boss but had too much frostbite to take a hit - but you should have lots of money and tons of TT piety for reflex potions and the dodging boon, so with enough damage it's very possible to kill the boss without needing to.
Hard Dungeons - Frigid Battlefield [EE] (part 1)
Difficulty
★★★★★★★★★ (Hard - 110%)

Enemies
Naga Sunseeker:
Attack: 130%
Health: 130%

Naga Swampsoul:
Attack: 90%
Health: 90%
Magical attack
Undead
Bloodless
Weakening
Corrosive

Naga Frostblade:
Attack: 90%
Health: 100%
Frostbite: 1 per level
25% magic resist
Death protection - 1 layer for every 2 levels

Soul Sucker:
Attack: 110%
Health: 90%
Retaliate: Fireball
Magical attack
Undead
25% essence drain

Sun Priestess:
Attack: 110%
Health: 110%
Fast Regen
Protective blessing: 25%

Bosses
Memory of the South:
Attack: 65
Health: 295
No XP
Protective blessing: 50%
Weakening blow
Retaliate: Fireball
75% physical resist
Special: if you kill this memory, it will revive if you don't immediately kill the other memory with your next attack.

Memory of the East:
Attack: 65
Health: 295
No XP
Protective blessing: 50%
Frostbite: 10
Death protection - 5 layers
75% magic resist
Special: if you kill this memory, it will revive if you don't immediately kill the other memory with your next attack.

Gimmicks
No gimmicks, besides the boss mechanic - both have to be killed in two subsequent attacks, like the Yin and Yang subdungeon.

Recommended Classes + Races
Any hybrid class is good, like Gnome Sorceror or Orc/Human/Halfling Thief.

Strategy
This is a fairly tough hard dungeon - all of the enemies here pose their own unique challenges, but Frostblades especially are really hard and high level ones are usually not worth killing.

The bosses actually aren't too bad for a hybrid build though - they both have low stats all around. The typical approach is to alternate hitting the memory of the east and fireballing the memory of the south.

Quests
??? (Didn't record the name): Win and earn Purist (no preps).
★★★★★★★★★★
A great first class to try with is a Halfling Thief - it's excellent at the boss and pretty fine with the dungeon. Your best targets are Naga Sunseekers (high stats but no annoying abilities), Sun Priestesses (highish stats and fast regen but you want to eliminate them to get rid of their blessing), and Naga Swampsouls (they have a ton of debufs but low stats, so you can use glyphs to kill them).

Ghostbusting: Win with all Church classes.
★★★★★★★★★★
This is a tough dungeon but not too bad once you get used to its quirks. Something that is worth noting here is that this dungeon seriously wants a hybrid build, and unfortunately most of these classes lean pretty physical. However, that means you can focus your efforts on bolstering their magic abilities!

I think the easiest one here is priest, as a halfling priest with naga cauldron can handily beat the memory of the south, and there are a fair amount of Undead here. That means the only thing you really need is some magic abilities to kill the memory of the east. I recommend worshipping Mystera annur, bringing a fireball magnet, and keeping an eye out for magic items. Restoration + mystic balance should give you enough power to kill the memory of the east!

Second easiest is probably the Heretic, who is a complicated class and struggles a bit here due to the inaccessibility of altars, but posesses a lot of hybrid strength. Prep conjunction and try to use boons to bolster both your physical and magical abilities.

After that, the Paladin is probably the easiest. It's quite similar to priest - you should mostly focus on boosting your magic ability with Mystera. However, it has a tougher time with the Memory of the East.

The monk is the hardest - almost every enemy here is annoying for you, the best targets are Naga Sunseekers. You are in a pretty good place for the bosses since they both do physical damage, but you'll need stronger magic abilities - again, Mystera is a good choice.

Hard Dungeons - Frigid Battlefield [EE] (part 2)
Disposable - Afflicted Communion:
★★★★★★★★★★
★★★
You are equipped with a set of ancient Naga gear: a Sundered Shield which grants +16 damage reduction but inflicts one stack of corrosion+weakening+curse+frostbite+snare on you every time you deal damage, a Sunlight Mantle which gives you +5 resist stacks to start with, and a Serpent's Blessing glyph which consumes 30 piety and refills your health+mana and removes all debuffs, and grants Serpents Embrace (complete immunity to the next damage source).

For this one, I used a Jehora Jeheyu strat where I started by exploring basically the whole map while teleporting enemies to get petition + the health and mana boons, then get to 100 piety. Then I bought an Amulet of Yandor and converted WEYTWUT and used IMAWAL to level up aggressively off enemies until I reached level 10. I fought the bosses, using my piety reserve for 5 total heals with the Serpent glyph. Note that you'll need to put more effort into the Memory of the South than usual - the ensare makes him a lot harder! Health will be more of a limiting resource than mana so focus on getting more health items.

A Tikki Tooki approach can also work - prep Elite Items, Tikki Tooki, and Translocation scroll, scum for Amulet of Yendor, jump to L5 with it, then worship Tikki Tooki and start killing lower level enemies with a learning stack or two to reach L8/9. Then you can use your debuff cure potions and start the boss fight, using remaining piety for several cures and refills - you'll probably get punished by TT at some point but that doesn't matter much here. I found Slaughter Sigil when I did this (small quest item that makes your fireballs OHKO lower level enemies), which helps a lot - with that setup, this run is pretty free, but you'll need to get lucky to find all the pieces.

Curious - Impossible?:
★★★★★★★★★
There are two additional bosses: Future of the East (65 attack, 261 hp, no XP, poisonous, mana burn, magical attack) and Future of the South (98 attack, 174 hp, no XP, corrosive, weakening, 5 layers of DP), but Memory of the East and Memory of the South have halved HP. ALL FOUR bosses have to be killed back to back, without making any attacks (spells count for this, I believe) that aren't lethal.

I don't think this is too bad - neither of the new bosses are particularly nasty and the Memories are both debuffed, so you only need a bit of a stronger spike.

I used a Gnome Sorceror with Mystera and Fido prepped, as well as more typical preps. A gnome sorceror has a pretty easy time with this dungeon - the only tough enemies are soul suckers, and of course frostblades (though frostblades are actually potentially killable with this build).

For the bosses, you can take the typical approach with the Memories - alternate hitting the Memory of the East and fireballing the Memory of the South. If you have spare resources while doing this, you can work on the Futures - Future of the South is a good target for fireballs and Future of the East is a good target for your reflex+quicksilver combo (if you prepped those). Once the memories are one hit from death, get the Future of the South one hit away from death and then the Future of the East. Then, use another refill or two to finish them all off, making sure you can do it in four successive hits.

Egotistical: Win and earn Egotistical
★★★★★★★★★
The soul suckers gain 25% phyisical resist, the freezing wraiths gain retaliate: fireball, the frostblades gain serrated strike, the swampsouls gain blink, the Sunseekers gain Death Protection, and the Sun Priestess gain 75% deathgaze.

As for the bosses, the Memory of the South now has 123 attack and Memory of the East now has 82 attack and 443 health, but only 5 layers of DP.

I used a Gnome Sorceror with the One Horn here - this lets you turn Frostblades (which are SUPER tough to fight) into goats and gives you a VERY strong spike for the bosses. The only problem is that just using BURNDAYRAZ is quite inefficient against the bosses since you will need a lot of health to fireball the East and fireballing the South to regen won't do much damage. If you can find a supplementary spell like HALPMEH it can help a lot.
Hard Dungeons - Forsaken Temple [EE] (part 1)
Difficulty
★★★★★★★★ (Hard - 130%)

Enemies

Goblins and one other random common enemy are guaranteed to appear.

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

Pythoness:
Attack: 100%
Health: 80%
Undead
Bloodless
Magical Attack
Curse Bearer
Spawns (a same level Dragon Echo)

Dragon Echo: (only spawns from Pythoness's)
Attack: 75%
Health: 175%
No XP
Bloodless
Blinks
Protective Blessing 50%

Rusted Guardian:
Attack: 100%
Health: 55%
Weakening blow
25% protective blessing
Death protection - 1 layer for every other level
50% magic resist

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

Bosses

The Great One:
Attack: 97
Health: 515
Undead
Magical Attack
Special: Every time it takes damage, it pulls the Dragon Echo to an adjacent space.

Dragon Echo: (Not required)
Attack: 63
Health: 750
No XP
Bloodless
Blinks
Protective Blessing 100%

Gimmicks
At the start, all enemies level 4 and up are Pacifist. You can talk to Delphinarix to unpacify enemies, but you'll have to suffer a penalty.

To pacify the enemies levels 4 through 6, you have to either suffer Spiritually (worship is set to the Great One and piety is set to 0, you gain 20 piety from the Great One each level so you can convert out after a few levels) or Physically (your inventory is filled with 5 small unconvertible items).

To pacify the enemies levels 7 through 9, you have to either favor Growth (-2 HP per level, -2 max mana, -20% bonus damage) or favor Stability (level requirement increased by 10 XP).

To summon the Great One, you have to either sacrifice Mind (wipes all features from the map except you and the bosses) or sacrifice Body (health and mana wipe, locks regen for both at 0).

Strategy
This is one of the more difficult EE hards. The layout is dense and the monster set, while not completely brutal, has some nasty enemies. In particular, it introduces two enemies you will see more of in the Extreme South that both have some pretty scary effects - Pythoness's and Rusted Guardians.

Pythoness's can be brutal for casters (generally if it takes more than two hits to kill them it's not gonna be worth it, the echo's get difficult to deal with) and inflict curse. For strikers, they are reasonable target's though - they have weak HP and only inflict curse.

Rusted Guardian's are pretty tough to deal with in general. They can be regen fought pretty easily due to their poor stats, but you'll be taking a LOT of weakening stacks due to their death protections. They are very hard to fireball to death because of their magic resistance, but PISORF can work if you have it - it still isn't easy, though. Even if you choose not to fight them, they offer increased resistance to nearby enemies.

The other monsters here aren't too bad. Goblins are relatively easy prey, shades are obnoxious early on but are reasonable targets when you've explored most of the maps, and ratlings are above average difficulty but pretty easy for a physical striker. As usual, you want to identify good targets - goblins are good for anyone, the other common enemy you get probably will be too. Regen fighters can also take on Rusted Guardians (bring a fortitude tonic and probably buy a second one), strikers should be able to handle pythonesses and ratlings, and casters can kill shades without too much trouble.

There are a few glyphs that can be a huge help here. IMAWAL is great - you can petrify rusted guardians for XP and to get rid of their blessing and you can also petrify dragon echo's to get rid of them for only 5 mana plus get bonus XP and get rid of a curse stack. This makes pythoness's much more manageable targets. Some kind of movement glyph (ideally WEYTWUT but PISORF/WONAFYT work too) is also a huge help here, will help you get around and can get good targets out of guardians' AoE.

These make EM and JJ both great gods here.

Otherwise, the main strategy here is what penalties to take. It depend on your build, but generally I go with suffer physically (locking out gods for 2-3 levels can be rough, although if you do take this you can worship a god first so you don't miss out on the initial worship bonus, and you can even take some strong early boons first) first. One trick with it is that if your inventory is full, you will drop the top row of items when you take the penalty, so you could put things you don't mind dropping (like potions) up top.

For the second penalty, I usually prioitize stability - losing stats can be as bad for levelling as higher XP thresholds are, and will make you weaker against the boss.

For the third penalty, it depends, but usually sacrificing body is best. I would only sacrifice mind if I was planning to regen fight the boss - losing all your popcorn, shops, altars, etc is quite bad. Just make sure you set up an easy level up before you sacrifice body - you don't want to have to start the boss fight with 1 HP and 0 mana.

The boss fight itself isn't too bad. It's tough for a pure caster, but a melee build does well here - you'll just need to fireball (or PISORF, or some other spell) the dragon echo after each hit on the Great One. The Great One has middling stats for a solo hard boss and can be taken down with a modest spike.

Quests
The Middle Way: Win without killing monsters within 1 level of you. (Unlocks Shadow Bog and rewards 2000 gold)
★★★★★★★★★
For this quest, you'll have to only kill much higher level monsters or much lower level monsters. Killing ANY monster (even echos!) within 1 level of you will end the run. This isn't too bad for most of the run (shooting for L+2 isn't too bad with 130% difficulty, and is good for the XP anyways), but it does have two major constraints:
  • You need to start by killing an L3 enemy
  • You can't be higher than L8 when you kill the boss


Killing an L3 enemy at L1 can be pretty tough - being an Orc and/or a class with good early game helps out, as does using a strong early god (JJ and EM are great for this too).

I used an Orc Paladin of GG with Dragon Shield here. GG isn't great as an early god, but Paladin is strong enough that the Orc CP bonus lets you take out an L3. The main benefit of GG here is humility - this lets you fight L+1 enemies if needed (since they will be treated as L+2), and lets you fight the boss at a true level of 9. JJ and EM definitely have strong advantages as well, so if you prefer those (or find them first) you could use them too. Paladin does pretty well here but any strong class works totally fine.

Come Unto Your Maker: Win as a Transmuter and earn Faithless and Specialist (Unlocks Exile's Path and 1500 gold)
★★★★★★★★★★
You'll need to win as a Transmuter without worshipping and while only dealing one type of damage to the Great One (probably physical).

Note that no worshipping here also means you'll need to take the physical penalty first. Otherwise you can play the dungeon pretty typically. Transmuter is usually a strike focused class, so your ideal targets will be goblins, pythonesses, ratlings, and common enemies if you roll good ones. Transmuter is actually pretty good for the boss here because spirit sword means you won't need to hit it as many times, and specialist is pretty easy since you will be using your mana to keep the Dragon Echo away.

Otherwise, this is just a straightforward run here, made harder by the lack of gods. I recommend an Orc or Human transmuter to lean into the striker approach and take out the boss in as few hits as possible.
Hard Dungeons - Forsaken Temple [EE] (part 2)
Disposable - Wire Puller: Win and earn Disposable.
★★★★★★★★★★

This one is very unique. You start with a Soul Stitch, which prevents you from attacking but lets you swap places with same or lower level monsters. You can use the item on same or lower level monsters to cause them to attack all adjacent targets, dealing their damage to that target (including you!). This also causes them to take some amount of damage - maybe their attack damage reduced by their resists? It's unclear to me how it works exactly. You can still cast spells on enemies, you just can't hit them!

This is VERY different from your standard dungeon - you only care about your defenses here. I prepped Jehora Jeheyu, who is quite good due to the guaranteed WEYTWUT and his boons, which boost heath, mana, and level you up. You really, REALLY want damage reduction here, so prep quest items - platemail make this SO much easier. Every time you take damage, it is reduced by your damage reduction. Since the soul stitch does the same amount of damage to you as it does to enemies, without damage reduction you will need to tank 515 health, which is pretty unreasonable (although resistances also reduce this). With damage reduction, if you can use low damage enemies, you can take very little damage or no damage at all! With platemail, if you fight the boss at level 8 or so, any enemy up to level 3 is probably gonna be doing no damage to you so that is a ton of free damage on the boss.

You could consider prepping a god that offers damage reduction, like Taurog or the Earthmother. However, I think JJ is really critical to this run - WEYTWUT lets you build clusters of higher leveled enemies which can all be damaged at once using the soul stitch, and it makes it easier to position protective enemies so that they fully protect your puppets, helping you keep them alive (it caps at 90% so they aren't invincible, but it makes them 10 times tougher!). You should build an arena where you position some protective blessing enemies so that they all protect the same space, giving any puppet there 90% resists, and then you can position your targets outside the protective blessing but adjacent to your puppet.

Now, for the penalties from the Great One: you want to worship JJ ASAP, so take the physical penalty, and you probably want to level more than you want higher stats, so say you favor growth. You will obviously need your puppets to fight the Great One, so sacrifice body. Then teleport the Great One to your arena and start fighting it with puppets - the puppet attacks won't summon the Dragon Echo, so you don't have to worry about that at all!

Curious - Test of Faith: Win and earn Curious.
★★★★★★★★★★
Whenever you offer your services to the Great one, you have to take both penalties instead of picking one. Additionally, the level threshold for each penalty is one lower - as in, you start off with only level 1 and 2 enemies available, and the first penalty only gets you up through level 5.

I did this with a Gnome Sorceror with Fido, but I'm not sure how effective that approach is - it was VERY close! It's nothing to special - you just need to take your typical approach here and be a bit more careful. Take the first penalty ASAP so you can convert away from the Great One by level 4 and take the second penalty as late as possible because it is much nastier.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
Ratlings gain Poisonous and First Strike, Pythonesses gain 1 corrupting aura per level, Shades gain 30% magic resist, Rusted Guardians spawn level 1 heroic armors which have death protection and Serrated Strike.

The Great One has only 48 attack, but there are TWO dragon echoes which both come next to it when you damage it. The Dragon Echos also have only 48 attack.

This is fairly tough, but not quite as bad as it looks. I went with an Orc Paladin here and worshipped the Earthmother. The Earthmother is easy to get tons of piety here and helps you reach a high level - you can petrify the dragons and armors spawned by the enemies for bonus XP, 10 piety each, and -1 curse. Make sure to bring both a burn salve and fortitude tonic, and probably apothecaries, because there is a lot of corrosion and weakening. If you have lots of wipes, the armors aren't actually terrible targets (even with the spawns) and goblins are pretty good targets.
Hard Dungeons - Shadow Bog [EE] (part 1)
Difficulty
★★★★★★★★★★ (Hard - 130%)

Enemies
Goblin Trapper:
Attack: 100%
Health: 100%
Ensare: 1 per every other level
First Strike

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

Pestilent Bloat:
Attack: 60%
Health: 100%
Serrated Strike (inflicts bleed, which causes you to lose 1 health per level per tile instead of regenerating and only wears off once it fully drains your health. Taking damage while bleeding causes you to become exhausted, preventing mana regen until you regain full health)
Magical attack
Curse bearer
20% physical resist

Rusted Guardian:
Attack: 100%
Health: 55%
Weakening blow
25% protective blessing
Death protection - 1 layer for every other level
50% magic resist

Beholder:
Attack: 50%
Health: 100%
Magical attack
Mana burn
25% riposte (whenever you damage it by ANY means, it retaliates for 25% of the damage you dealt - this inflicts it's debuffs!)
30% deathgaze

Swamp Worm:
Attack: 40%
Health: 90%
35% riposte
Corrosive

Boss

Nidhoggr (Snake Form):
Attack: 63
Health: 927
Weakening
Corrosive
35% riposte
Special: after taking 3 melee hits, transforms into Shadow form and gains around 200 HP

Nidhoggr (Shadow Form):
Attack: 63
Health: 1 but overhealed to whatever Snake form had + around 200
Retaliate: fireball
Serrated strike
Corrosive

Gimmicks
There is a small bog in the center of the dungeon which starts out fully walkable. Every time you kill a monster, the walkable tiles become unwalkable and the bog expands with more walkable tiles towards you. The bog can and will swallow anything in it's path - including altars, shops, boosters, monsters, glyphs, and YOU. If you are standing on the walkable bog tiles when you kill a monster, you will get swallowed up and die instantly.

The first monster you kill drops a shovel, which you can use to dig into the subdungeon where the boss is, which also contains a moderate amount of blackspace. This subdungeon can get swallowed up by the bog so make sure you put it somewhere safe!

Recommended Classes + Races

Orc/Human Spy, Goblin Assassin, Orc/Human Paladin, Orc/Gnome Magician

Strategy
In my opinion, this is the current hardest Hard dungeon, although certain preps (read: Amulet of Yandor and a burn salve) make it a LOT easier. It's definitely the hardest to get Purist on though.

The main problem here is the enemy set - the difficulty modifier is fairly high and the enemy pool here is the worst of ANY dungeon, except maybe Exile's path (which is the same except Muck Walkers are swapped for Siabrae). Every single monster here is usually a terrible target - muck walkers inflict weakening and are usually too tough to burst down without attacking, pestilent bloats cause you to bleed which wastes a ton of blackspace which you will really need for Nidhoggr, Beholders cause unavoidable mana burn and usually end up doing fairly high damage, Swamp worms are easy to kill but every melee attack on them gives you 2 corrosion, and Rusted Guardians are probably the single worst enemy in the game.

This makes levelling quite difficult, which is compounded further by the rapidly expanding bog that threatens to swallow your resources near the center. You'll have to think careful about the order you do things in - you might need to hold off on killing a good target in order to keep the bog away from something you need. Preserving blackspace is VERY important here because of the way the boss works.

Your best target for levelling are bloats, but you don't actually want them to be the kill that levels you up - it's terrible to level up while bleeding because then you have to bleed out a fully refilled health bar. You can use bloats to get close to a level up and then fight a beholder, and the level up will clear the mana burn. High level swamp worms are good targets *in moderation*, assuming you can get your hands on a burn salve. If you are gonna be killing popcorn anyways, goblin trappers can be decent targets, but snare is a surprisingly awful debuff so you want to avoid it if possible and it is hard to kill higher level trappers due to the way ensnare works.

You want to start the Nidhoggr fight as soon as possible. You'll have to wait until you can take a hit - this will probably require about 75 hp but it depends on your damage and resistances. Once you can do so, hit him three times regenerating between attacks to turn him into shadow form.

You'll have to decide if you want to try to get to a higher level before regen fighting Nidhoggr or if you want to start immediately to conserve blackspace. There's a balance to be made - I think you should get as high levelled as you can without excessive blackspace consumption, probably around level 6 or 7 after clearing out what popcorn you can (unfortunately many of the enemies here are terrible popcorn).

You really want a non-BURNDAYRAZ glyph for Nidhoggr - ideally HALPMEH, but BYSSEPS is good too. You will want to regen just enough health to take a hit between each hit on him so you don't waste blackspace bleeding out.

Quests

Groundbreaking Discover: Win and earn Purist. (Rewards 2000 gold and unlocks Exile's path)
★★★★★★★★★★
Doing this dungeon purist is really hard because Purist makes for a much weaker early game (no using items or gods to get powerful bonuses) and you don't get as many corrosion/weakening clears. This means levelling without getting swamped with debuffs is way harder, which means you'll either have a lot less blackspace for Nidhoggr or you'll be underlevelled.

I beat this with an Orc Rogue, but based on how much Orc Magician and Human Spy crushed later quests here I think those would be much better (spy can start Nidhoggr earlier with the health boosters and regen fight him much better with the attack boosters, magician can position swamp worms and beholders in clusters and strip their debuffs, plus use leftover glyphs to fireball shadow Nidhoggr without taking damage). I'll outline my Orc Rogue strategy, and a lot can be transferred if you use a different class:

The reason I went with Orc Rogue is that the insanely high damage, dodge, and first strike saves you a lot of blackspace while fighting the boss. As well as this, rogue's first strike and high damage can help you avoid getting as many debuffs - you'll still get some because half the monsters here have Riposte, but you won't get as many and you can keep weakening especially to a minimum.

Unfortunately, the Orc Rogue struggles with getting enough health to even hit the boss, especially prior to shadow form. To counteract this, I ended up using the pactmaker's warrior pact as well as the shield and physical resistance boons from Taurog. If you can find CYDSTEPP, that is an EXCELLENT spell and you should definitely hold onto it. It won't let you start fighting the boss early because of Riposte, but it will let you start as soon as you have 64+ hp and it will let you get in more hits against the Shadow form, as well as minimize the harm from corrosion.

For levelling, your best targets are Pestilent Bloats, Muck Walkers, Swamp Worms, and Beholders, but they all have SIGNIFICANT caveats. Pestilent bloats are generally the best but they cause bleeding, which can make you waste a lot of blackspace if you aren't careful with it. If you are dependent on mana, you don't want to get hit again once you are bleeding as you will become exhausted until your health refills. If not, you want to end the fight with as little health as possible so you don't waste much blackspace bleeding out. Try to never level up while bleeding, as it gaurantees you will either have to waste a lot of blackspace or become exhausted.
Hard Dungeons - Shadow Bog [EE] (part 2)
Muck walkers inflict weakening, which is really bad, but if you can kill them without taking a hit (usually doable with BURNDAYRAZ) they are a good target since they lack Riposte. Swamp worms are the weakest monsters here and it's a good idea to try to target much higher level ones for the huge XP bonus, but if you tackle too many of them you'll get very heavily corroded, and this exacrbates the HP problems Rogues already have. Additionally, you can't avoid their debuff due to Riposte. Riposte also requires you to be very careful while fighting them, as First Strike will lower their damage to you but will NOT set it to 0 since they still get to Riposte!

Once you have enough HP (64+ with CYDSTEPP, probably more like 85-90 without) to hit the boss, you can start regen fighting. Depending on your setup, you'll either want to buy a burn salve or fortitude tonic. Hit him 3 times (you can use potions if you have to, although I'm not sure if it's better or worse to use them here) and then he'll transform into his shadow form and you can start regen fighting him. There's no extra tricks you, just hope you have enough blackspace left!

For gods, there are a fair number of useful ones. On my winning run, I used Taurog (and the pactmaker), but I got pretty close with Dracul as well (using lifesteal and blood shield, not sanguine as all your bloodpools get eaten anyways and you need the health) and had some success with GG (absolution spam but NOT humility). I think the Earthmother could work well too (boosted health, corrosion and damage reduction are all helpful, slowing makes Trappers a lot easier, Rusted Gaurdians are a good target for IMAWAL since they are basically unkillable and buff nearby enemies, if you have CYDSTEPP clearance could give you some more casts) but I never got to try her here.

Excavating: Win with all Thieves' Den classes. (Rewards 2000 gold and unlocks the Smuggler's Shovel, a great item which creates a small subdungeon with one of each booster and a level 1 zombie, effectively providing permanent benefits while taking up no item slot).
★★★★★★★★★★
This is much easier because you can now prep Amulet of Yandor and burn salve + fortitude tonic + whupazz, as well as the usual beneficial preps. Amulet of Yandor lets you immediately skip to level 5, so you can get enough HP to fight Nidhoggr much easier.

I went with assassin first and I think that class works surprisingly well here (WITH preps!). You would think it would struggle versus the boss since poison does nothing on it and without poison assassin is a subpar regen fighter, but the real strength here is the ability to basically ignore most of the debuffs in the dungeon. You can use the amulet of Yandor and convert most glyphs on sight to outlevel more than half the monsters immediately. Glyphs worth holding onto are HALPMEH, BYSSEPS, ENDISWAL, IMAWAL, and sometimes either WEYTWUT or WANAFYT - anything else can be converted immediately, including APHYLSEEK. Now that you can swift hand monsters, pestilent bloats, rusted gaurdians, muck walker, and goblin trappers that are lower level can be killed easily without any drawbacks - except some curse from the bloats. Beholders can be killed prior to levelling up so you can clear mana burn. Swamp worms I mostly left alone until I was about to use a burn salve anyways - if you have IMAWAL, they are the best petrification target. As soon as you have enough health (around 75 depending on your damage) to take a hit from the boss, you should start regen fighting it, using level up catapults as you uncover more monsters or glyphs.

Spy made such short work of this dungeon that now I am wondering if trying to do it purist with spy would have been a lot easier. Oh well. Anyways, the Spy strat is to use Amulet of Yandor and careful fighting of higher level enemies - usually Pestilent Bloats - to reach level 5 or 6 (I recommend 6, it's pretty easy to get that high with the Amulet). Save all your health and attack boosters, but you can use your mana boosters for levelling. Once you reach level 5 or 6, grab the health boosters but NOT the attack boosters and start fighting the boss. Hit him 3 times to make him transform and then clear your weakening. Now you can grab the attack boosters and use the immense amount of blackspace you have left to kill the boss. For gods, I went with the Eartmother and spammed vine form after using entanglement once, and once I started fighting the boss I just petrified anything I came across. But I had so much blackspace left that I'm sure this can be done without any gods at all.

Thief doesn't have the benefits here that Spy and Assassin do, but with Amulet of Yandor it's still pretty simple. Use the Amulet of Yandor, fight popcorn and use gods (GG is ideal but others can help too) to be able to tank a hit from the boss, then get him to transform and regen fight with your remaining space. By now you should have the strategy down - I ended up getting Feeling Parched without even really trying here.

Disposable - ???: Win and earn Disposable.
★★★★★★★★★
You have an Uprooter 3000 (use as often as you want to spawn a subdungeon with flora you can attack but partially sinks nearby tiles) and a Leeching Sample (limits physical attacks to 1 damage, every time you kill a shadow scrub you get a charge which lets you make one physical attack that isn't limited). Of course, the main problem here is that you can't prep Amulet of Yandor :( It's by far the best item to find here so prep Elite Items and hope for it.

The shadow roots in the subdungeon all have serrated strike, no XP, bloodless, magic immune, first strike, and deathgaze 50%. They start with 0 attack but every time you kill one their attack increases by 2, based on how many charges you have left.

This one really isn't that bad - as you would expect, having to kill a bunch of serrated strike plants while above half hp before you can hit anything makes it hard to conserve blackspace, BUT once you are done killing monsters you can use your uprooter 3000 to convert unflooded tiles into blackspace. Each subdungeon you dig out has 7 tiles of blackspace and as long as you still have some unflooded tiles you can dig as many as you want! Just make sure not to kill anything after you start doing this or your entire map will sink all at once.

The hardest part here is levelling - you only need to reach about level 6. I prepped JJ to help with this, and took petition -> health boon -> chaos form at level 5. If you find Amulet of Yandor you've probably already won.

Curious - Encroaching Darkness: Win and earn Curious.
★★★★★★★★★★
The dungeon is the same except the map starts surrounded by 3 rows and columns of bog on every side, as well as the center bog.

This is not too bad with a human spy with all of the same preps as excavating. You just need to be even more conservative with blackspace than usual - you probably want to start trying to kill Nidhoggr as soon as you can take a hit, which should be very early after grabbing the health boosters.
Hard Dungeons - Shadow Bog [EE] (part 3)
Egotistical: Win and earn Egotistical.
★★★★★★★★★★
★★
For the enemies: trappers gain 10% resists, much walkers gain 1 ensnare per level, swamp worms gain 1 ensnare flat, beholders gain 25% berserk but drop to 25% deathgaze, rusted guardians spawn level 1 animated armors which have serrated strike, pestilent bloats gain unstable.

Nidhoggr has its health raised to 1133 and gains 50% riposte. Nidhoggr's second form gains 50% riposte and weakening.

This is quite tough - hitting Nidhoggr is going to deal substantial riposte damage to you AND inflict two stacks of weakening and corrosion, so it is VERY hard to get through it's 1200+ health pool. I actually recommend taking an unusual approach here - don't put Nidhoggr in shadow form at all. I used a Gnome Sorceror of Mystera (don't prep her though, or her altar will get flooded) here with the Frozen Crown prepped, and I went all in on a caster approach. I reached level 7 first by fighting enemies in the main dungeon - feel free to use lots of blackspace for this, unlike the usual approach you won't really need it for the boss (although it can still help). Then I used Restoration + Mana Potions + Burn salves/health potions (to keep up my health from the riposte) to spike Nidhoggr's first form to death. I also took Flames for some extra damage on the fireballs. If you find Dracul, he can be a good god to convert too once you start running out of health.
Hard Dungeons - Tainted Marsh [EE] (part 1)
Difficulty
★★★★★★★ (Hard - 120%)

Enemies
Zombies are guaranteed to appear.

Shadow Fiend:
Attack: 100%
Health: 100%
Corrupting Aura: 1 per level

Vileblood:
Attack: 100%
Health: 125%
Magical Attack
Unstable

Nameless Beast:
Attack: 75%
Health: 125%
Fast Regen
Curse Bearer
Berserks at 50%

Pestilent Bloat:
Attack: 60%
Health: 100%
20% physical resist
Serrated strike
Magical attack
Curse Bearer

Siabrae:
Attack: 80%
Health: 100%
Undead
Magical attack
Bloodless
Death protection
Spawn plants: 1 per 2 levels (spawns random plants from this dungeon's special plant pool)

Bosses

Illarianix:
Attack: 90
Health: 285
Undead
Bloodless
Magical Attack
Death Protection (10)
Chaotic
Special: Spawn 8 plants around it from this dungeon's plant pool when damaged

Lost Dragon Spawn
Attack: 0
Health: 285
Special: Once attacked, attack increases to 62, and he gains 50% physical resistance, ensnare 1, bewitch 1, and corrupting aura: 10. When a plant is killed while it has all these traits, it loses all of them except physical resistance and whatever trait the killed plant had. Once damaged again, it gets all the traits back until another plant is killed.

Gimmicks

The dungeon is full of special plants:

Corrupting Clover:
Attack: 0
Health: 1
Magic Immune
Corrupting Aura: 4
No XP
Bloodless
First Strike

Tangling Tendril:
Attack: 0
Health: 1
Magic Immune
Ensnare: 3
No XP
Bloodless
First Strike

Stupefying Spore:
Attack: 0
Health: 1
Magic Immune
Bewitch: 5
No XP
Bloodless
First Strike

Whenever a plant is killed, all plants of that type gain 2 attack.

Recommended Classes + Races

Anything can work here, although you probably want good magic damage for the Lost Dragon Spawn. Magician is a good pick because WEYTWUT is great for Illianix and fireballs are great for the Lost Dragon.

Strategy

This dungeon shares a somewhat similar monster pool with the Darkwood Fringes, but steps up the difficulty by swapping out the random common monsters and Slime Blobs (relatively weak curse bearers) for Zombies (generally the toughest common monster), Vilebloods (tough enemies that are hard to kill due to Unstable), Nameless Beasts (stronger curse bearers which can't be regen fought and berserk), and Pestilent Bloats (weak enemies but inflict bleed, a very nasty debuff that can waste a ton of blackspace). Additionally, the dungeon is choked by special plants, which can debuff you and start dealing damage. Fighting the Siabrae here will produce more of these special plants and can make the dungeon very hard to navigate, so usually they are the most problematic enemy.

The dungeon itself isn't too bad, but the bosses will require some care - there are two of them and they both have their own challenging gimmicks to deal with. Illarianix will teleport you away and force you to cut through plants to get back to them, and the Lost Dragon Spawn will power up off of plants and you will have to either deal with Bewith/Aura/Snare or kill of plants.

For Illarianix, using WEYTWUT to set up "traps" for them can help a lot - set up a ring of weak enemies and then teleport Illarianix into the middle. Illarianix won't be able to spawn plants over the enemies, so you can get some free hits in. However, this isn't extremely necessary, since Illarianix has lowish health and the plants aren't that harmful, but if you find WEYTWUT it can definitely help.

For the Lost Dragon Spawn, you will definitely want a good fireball set-up, and you will probably want to figure out which trait will be least harmful for you so you can kill plants of that type. Corrupting aura is usually the least bad for this boss, as bewitch and ensnare both reduce your fireball output a lot, but with some setups corrupting aura may be worse. You can also mix up which plant you kill to keep plant damage manageable.

Quests

Fearsome Foliage: Win without killing any plants of one type (of your choice).
★★★★★★★★
Not too bad - there's plants all over the place and the bosses both interact with them in ways that make this difficult, but you can still kill two thirds of the plants so you don't need to change things up too much. I suggest avoiding the ensnare plants, since snare is a pretty nasty debuff.

I went with a Gnome Wizard w/ the Avatar's Codex and Mystera's altar prepped. A codex mage definitely works well for this quest - a lot of the monsters here are very susceptible to heavy fireballs and they deal great damage to the Lost Dragon Spawn, which has corrupting aura (meaning you don't want to hit it a lot), ensnare (meaning regular fireballs won't do much damage) and high physical resistance. You would probably do better with a different magically inclined god though - mystera didn't help that much beyond some extra mana. The Earthmother would be a potentially powerful god here - her clearance boon can refill mana and clear out the annoying plants. I haven't tried that approach but I could see it being easier. Jehora Jeheyu also seems like a strong choice, giving higher max mana (like Mystera) in addition to WEYTWUT (a VERY useful glyph here).

The dungeon itself isn't too bad - you should be able to handle most monsters here and avoiding the plants isn't very hard. Just make sure you don't attack many Siabrae - the plants they spawn can really mess things up. Possible exception if you brought Earthmother and think you can handle a few more plants. For the bosses, I think Illarianix is a bit easier due to having less formidable stats and not snaring you (if you pick the snare plants for the dragon), but he does have Chaotic and a VERY nasty ability (surrounding himself with plants) so you may want to start with the Lost Dragon Spawn - both have their upsides and downsides to starting with them. The Dragon Spawn doesn't require anything special here, just a strong spike, and you can weaken it by killing corrupting/bewitching plants (take your pick).

For Illarianix, he isn't too bad if you properly prepare - as you explore, use WEYTWUT to set up a trap or two for him - spots mostly surrounded by low level monsters that you can easily kill. Then, teleport him into one of your traps before fighting him - he won't be able to spawn plants where there are monsters, so you can use them to get extra hits on him. Depending on what level you fight him, you may need to teleport him to another trap at some point, since you don't want him to end up fully surrounded by plants. He is regen fightable since he doesn't hit that hard (especially after losing some death protections). You can use the popcorn you surrounded him with to take off death protections faster. I took out Illarianix first and then used subdungeon blackspace to refill before fighting the Lost Dragon Spawn - that's probably the best way to handle it if possible because being snared makes Illarianix a lot harder, and then you can use your piety to spike Illarianix and your potions to spike the Dragon Spawn.

Beating this quest will unlock a new Vicious dungeon - Mire's Heart.

Hard Dungeons - Tainted Marsh [EE] (part 2)
Acid Test: Win with a Chemist and earn Hoarder (no conversions) and Unstoppable (kill all monsters level 8 and up)
★★★★★★★★★★
A tough quest for sure! Although I'm not a big fan of chemist in general, which certainly didn't help. Hoarder is a tough badge for Chemist, since you usually need racial bonuses like Orc or Gnome to make the most out of the Chemist's disparate class bonuses. My alternative here was to prep Jehora Jeheyu and try to use Chemist's traits to make the most of the god - I immediately drank a mana potion and started farming tons of piety by teleporting things around.

I took the bolstering boons twice each - after that you can start using BYSSEPS + WEYTWUT to spike much higher level monsters and level up with lots of popcorn left. Once you are high enough level (I was 7) you can take on Illianix, again using a strat of setting up a trap for him (although it's less important this time since you can kill some plants). You can spike him with a level up off monsters and another from Chaos form. Then you can take on the Lost Dragon Spawn, killing plants to weaken it and using Last Chance for a shot at a refill if necessary. Make sure you kill all the higher level targets - hopefully you got them all to spike levels before fighting Illianix but you'll probably have one or two left you will need to kill.

Beating this quest will unlock Tranquil Beach, a new Hard dungeon.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
The Shadow Fiends gain corrosive, the Siabrae gain 25% lifesteal and 25% essence drain, pestilent bloats gain Unstable, Nameless Beasts gain Blink, Vilebloods gain Fast Regen.

The Lost Dragon Spawn now has 855 health and no longer starts with 0 attack. Illarianix gains 50% lifesteal and 50% essence drain.

I used a Gnome Sorceror with Avatar's Codex here - Codex provides a way to deal heavy magic damage to the Lost Dragon Spawn so you don't need to hit it too many times. It's also pretty good at stripping DP layers on Illarianix. The only other advice I have is to make sure to drain your mana before revealing Illarianix so he doesn't get to steal it.

Disposable - Dog Days: Win and earn Disposable.
★★★★★★★★
In this run, you have a Heavenly Hound. This dog immediately reveals every occupied tile - altars, glyphs, enemies, items, shops, plants, etc. Whenever you kill an enemy (or plant), the tile it is on will be reshrouded.

This isn't too bad - it actually plays surprisingly like a normal run. Mostly just the beginning is different - you should use your dog to identify good targets, find a good god, and some glyphs to help you kill them. Avoid revealing blackspace as much as possible. You should be able to get to L6 or 7 or so without using a ton of blackspace - from then it plays like a normal run.
Hard Dungeons - Tranquil Beach [EE]
Difficulty
★★★★★★★ (Hard - 130%)

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

Seafolk:
Attack: 120%
Health: 120%
Bewitch: 1
Trophy: Fleshy scale (small item, +5% physical resist)

Siabrae:
Attack: 80%
Health: 100%
Undead
Magical attack
Bloodless
Death protection
Spawn plants: 1 per 2 levels (spawns strangling seaweed with 1 health, 0 attack, unstable, 100% deathgaze, first strike, no xp, bloodless, and magic immune)
Trophy: Old driftwood (converts for 30 CP)

Coral Snake:
Attack: 120%
Health: 100%
First Strike
Serrated Strike
Trophy: Snake meat (small item, +5 max hp)

Drowned One:
Attack: 75%
Health: 150%
Undead
Bloodless
Essence Drain 40%
Trophy: Soggy tome (small item, +1 max mana)

Siren:
Attack: 100%
Health: 50%
Bewitch: 1 per 2 levels
Revives (as same level Siren (goop), without granting XP)

Siren (Goop): (Comes from Sirens)
Attack: 50%
Health: 100%
Magical attack
Serrated strike
Trophy: Elegant claw (small item, +1 base damage, +3% bonus damage)

Bosses
:Bluebeard:
Attack: 48
Health: 1030
Undead
Bloodless
Essence Drain 50%
Special: When you attack Bluebeard while has has no stacks of Essence Drain, he will immediately drain 50% of your mana again.

Lorelai:
Attack: 242
Health: 257
Bewitch: 10
Revives (as goop form)

Lorelai (Goop):
Attack: 121
Health: 515
Magical Attack
Serrated Strike

They'he Eff:
Attack: 111
Health: 515
Bewitch: 1

Gimmicks
:The dungeon starts with 7 lines of water along one edge. Every time you kill two monsters, the water recedes one tile, uncovering enemies/glyphs/altars/etc.

They'he Eff doesn't show up until you've killed the other bosses, so he must be killed last.

Recommended Classes + Races
:A gnome wizard makes pretty easy work of this dungeon - bewitch is a little problematic but the extra like +8 max mana you get helps a lot and only Bluebeard is even a little problematic for this setup. Any resist stacking setup works great too due to the extra resist sources.

Strategy
:This dungeon can seem pretty formidable, because the monster pool is somewhat tough, with all around big stats and a ton of Bewitch/Bleed, and there are three bosses, two of which (Bluebeard and Lorelai) have pretty huge stats. However, all of the enemies here drop trophy items, which really helps out. The best ones are Elegant claws, Fleshy scales (since all bosses but one do physical damage), and tomes if you are using a magic heavy build, but all of them are useful at lower levels. Inventory space can be a very serious constraint here, so you ideally want to either bring only small items and/or a compression seal, and you should try to purchase either small items or one use items like smuggler's shovel or the potion kegs.

For the bosses, which one is easier to fight first depends on build, but it's usually Lorelai due to her low health (and the fact that you really want to use blackspace to regen after her first form). You can fight her physically but you'll need a LOT of resistances - even with 65% she will still deal 85 damage per hit, so you'll definitely want at least somewhat of a mana spike for her. Her second form is tough but not too bad - tokoloshe charms help with it if you have any and it's health is low enough that fireballs can help a lot too. You probably won't be able to save enough blackspace that it's worth trying to regen after it (since you will be bleeding and probably exhausted), so try to level up off of it before fighting Bluebeard.

Bluebeard should be fought primarily physically since he has huge health and low damage (especially with the large resists you will have). Watch out for his ability though - you will want to be casting spells to keep your mana low so his essence drain never gets too high.

They'he Eff is relatively easy and shouldn't be much of a problem, but you'll need to save some resources for him.

Quests
:
No Good Very Bad Day Off: Win and earn Purist (no preps).
★★★★★★★
Not too bad, this is a relatively fine dungeon for no preps since that means more room for trophy items. General strategy tips apply here - easiest class is probably a gnome wizard or orc rogue, whichever you prefer - both have their advantages here but I lean towards the wizard because of the ridiculous spike it has against Lorelai and They'he, meaning you can mostly focus on preparing for Bluebeard. The Orc Rogue approach does great against Bluebeard and They'he but Lorelai will be a problem since you have low health, so you'll need to stack physical resist (get all the fleshy scales) and use a god like Jehora Jeheyu to bolster your health (or just use Tikki Tooki to get reflex/quicksilver potions). If you have the health, her low health and lack of first strike makes her pretty easy though.

Beating this quest will unlock the Seaside Fortress, a new Vicious dungeon.

Destressing: Win with all four Guild classes. (Unlocks Slaughter Sigil)
★★★★★★★★
Pretty standard, none of these classes are terrible here.

A well prepared Warlord is probably the easiest, since it's easy to kill Lorelai. Bluebeard is tougher but stacking physical resists and saving health potions for him makes him not too bad - just make sure you have a cheaper spell to use than CYDSTEPP so he doesn't get to steal 6 mana at a time.

A swashbuckler is similarly pretty easy, being able to dodge and fireball Lorelai to death. It can be hard to keep enough blackspace, though - bringing something to help you fight the dungeon monster pool, like a Namtar's ward, should help.

Fighter isn't particularly well suited to this dungeon but applying the usual strategy will work fine, and it should be easier to refill between or during bosses with level ups, especially if you bring the Severed Tail from Mire's Heart.

Berserker is probably the hardest since Lorelai and some of the monsters here are easier to kill with magic, but it's still not awful - the magic resist makes Siabrae an extremely easy target (as long as you carefully clear out their plants) and Sirens a decent target as well. Stack physical resists and save good potions for Lorelai and you should be OK.

Win to unlock the Slaughter Sigil, a small item that lets you instakill lower level enemies with fireballs.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
Siabrae gain 25% lifesteal and essence drain, coral snakes gain 25% magic resist, Drowned Ones gain 20% physical resist, seafolk gain 50% berserk, sirens gain unstable, dead sirens gain death protection, and tokoloshe's gain serrated strike.

Lorelai gains Unstable, while her second form gains 5 layers of DP. Bluebeard gains 35% physical resist. They'he gains 50% berserks.

This is all around tougher, but doesn't require any major strategy changes. The biggest difference is Lorelai, because Unstable on top of massive attack makes it hard to kill her - I used a Gnome Wizard with Smooth Stone and fireballed her to death.

Disposable - Pained Time Off: Win and earn Disposable.
★★★★★★★★★
In this run, you get a Storage Sigil, which locks your max HP at 2 but makes fireballs instantly kill lower level enemies. It can also be used to consume your top 4 scavenged items to gain +1 fireball damage per level.

This is fairly hard, but not too bad. You'll have to play as a pure caster here - Mystera, JJ, or EM can all support that. Early on, it may help to take out some popcorn - this will let you get some extra fireball damage to get things going. Otherwise, it's a fairly straightforward run, but it is difficult. Lorelai will definitely be the easier boss here - Bluebeard has a huge health pool but at least his gimmick is irrelevant now.
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.

There are 6 vicious dungeons in the game (and 8 more in the extended edition), 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 (4 in the base game, all 8 in EE) 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, often double edged 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 in the base game, and 1 more in EE). These classes offer new play styles and all have their own racial 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! People have beaten every base game dungeon with every class and earned every badge. It just takes some practice!
Vicious Dungeons - Dragon Isles (part 1)
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.

Recommended Classes + Races

Goblin Assassin, Orc Berserker, Vampire, Orc Crusader, Halfling Priest, Halfling/Human Thief

Strategy

Welcome to Vicious dungeons! This is probably the easiest 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 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 female 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 Assassin, an Orc Crusader, and a Vampire. If you don't have Vampire unlocked, you can use any of the other recommended classes and races, but these are the 3 I found easiest.

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.

After that, I think the easiest class is the Vampire, but only if you have some experience with the class! It takes some getting used to. Forest trolls are EXCELLENT bloodcows, with low attack, high hp, and fast regen (although cowardly can be a bit annoying). Dragonspawn and serpents can also work but are a bit more level dependent. Druids are very easy prey, and serpents and dragon spawn make good prey as well (I would recommend not targeting trolls since you will want them as bloodcows). The only hard enemies will be zombies and goos, but both can be targeted by using trolls as bloodcows (and they are good targets since they don't work well as bloodcows themselves). The firstborn is made somewhat easier by lifesteal, but will be fairly difficult for the vampire - but if you can beat her it gets a lot easier. The matron's guards all have low attack, so at level 9 they won't hurt you much, and once you reach level 10 (personally I killed 3 of them before reaching level 10) they will probably be actively healing you. The matron herself also has low attack, so by the time you fight her she should be doing very low damage to you. The only problem is that the vampire usually likes to stack resistances to maximize it's ability to lifesteal from enemies, and that won't work well here since you are guaranteed to get around 20 stacks of curse right before the matron of flame. It's up to you if you want to stack resistances to make the first part of the dungeon easier, or if you want to focus on damage and lifesteal for the second part of the dungeon. Personally, I didn't stack resistance at all and prepped a Sensation Stone for +1 lifesteal and damage ups. I had to expend a lot of resources to take down the firstborn and killing the first 3 guards required some health potions, but after reaching level 10 the rest of the gaurds and the matron were no problem thanks to the high lifesteal.

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.

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 racial bonus!
Vicious Dungeons - Dragon Isles (part 2)
Disposable - The Third Act [EE]: Win and earn Disposable.
★★★★★★★★★★
★★★★
You play as a Human Guard with a Scintillating Scale (always +18% resists, regularly shifts colors and other effects)

Forms, in order:
  • Umbral Scale: provides flight but prevents combat or interactions. Shifts after exploring 12 tiles
  • Blazing Scale: provides doubled BURNDAYRAZ damage, but enemies deal +50% damage to you and pierce half your resistances/reduction. Shifts after dealing damage 3 times
  • Metallic Scale: +50% bonus damage, but can't cast glyphs and health regen is locked at 1 per tile. Shifts after losing 15 health per level.
  • Azure Scale: Glyph costs 2 less, but you lose 3 base damage per level and 2 BURNDAYRAZ damage per level. Spend 12 mana to shift.
  • Blighted Scale: +10 poisonous strike, taking damage halves your current mana and inflicts 1 corrosion on you. Take damage 3 times to shift. (This one goes back to Umbral)

Recommended preps: Elite items, black market, translocation scroll, conjunction, magnet: fireball, perseverance badge.

How to handle each form:
Umbral Scale - try to time this form so you aren't in the middle of a fight. Also, if you don't have at least 12 tile of exploration available when you enter this form, you can't exit and you'll have to give up. Prioritize using up blackspace that is otherwise inaccessible.

Blazing Scale - powerful if you have BUNRDAYRAZ, especially if you have BLUDTOPOWA. Definitely prep fireball magnet so you can immediately take advantage of this. Start fighting a higher level monster and you can finish it off in Metallic form if necessary.

Metallic Scale - potentially the worst form if not well planned. You'll have to time this form so you can use it to finish off an already damaged enemy, and then maybe start on a new one before shifting to Azure. Try to spend as little time here as possible.

Azure Scale - not very good, but very quick. BURNDAYRAZ is about 10-25% less efficient in this form (2 damage per level +1 burning damage), but it's not awful. PISORF is about 20% less so it's not really any better and it's a worse spell here in general.

Blighted Scale - the strongest form, but also corrodes you. You can probably fully kill a higher level enemy in this form, but be VERY careful not to shift into Umbral form midfight.

So your general loop will be get out of Umbral -> start a fight in Blazing -> finish it in Metallic, hopefully levelling up -> start a fight in Metallic -> finish it in Azure, maybe needing some more damage from Blighted -> do a full fight in Blighted, hopefully not needing to finish it in Blazing -> back to Umbral.

Gods here are really important. The best gods to find are Dracul, Tikki Tooki, and Mystera Annur. Dracul is very powerful for the late game and can be worshipped early on if you don't have a better option - lifesteal will really help you through the guards and is always nice, and sanguine gives you a big health spike.

Tikki Tooki is a great choice early on - in all forms besides Blighted, you are unlikely to take more than one hit from the same monster, and in Blighted you do poison damage anyways. An early Learning will really help and Reflexes is a GREAT piety spike here, and GETINDARE is quite useful (it also costs 1 mana in Azure form). You probably want to convert out before fighting the Matron (and maybe the Firstborn, depending on how much piety you will lose during the fight and how much you can get afterwards) if possible.

Mystera is useful early on as a piety farm and to help you spike the Firstborn. If you can find Dracul, you'll want to convert to him late game.

After that, many gods can be useful. Binlor is a good piety farm if you find ENDISWAL but trying to fit in PISORF is annoying - you can also desecrate him if you are gonna get cursed by the guards and won't be able to clear it. The Earthmother is a decent piety farm and can get you a bit more XP, and can help a bit with spiking the Firstborn (she is also a great desecration target before using a Burn Salve). Glowing Guardian can be used as a VERY late game spike for the Matron of Flame once you've exhausted your potions but otherwise should be avoided since he hates poison. Taurog is a decent piety farm and you can get some value out of the mana resist boon, especially if you think you can clear curse stacks. Pactmaker can be useful for a lategame Consensus, and if you have a good piety farm early on you can take Body pact.

The only god you are unlikely to get any use out of is Jehora Jeheyu. The early punishments are potentially devastating - a mana burn can lock you in Azure form, and a health wipe in Metallic form is brutal. A late conversion won't get you much.

For the Dragonborn fight, you want to start it in Blazing form and try to finish it before you reach Umbral form - probably you will be finishing in Blighted form. It's very important to save at least some health+mana potions for later - otherwise you can get stuck in Blazing/Metallic/Azure forms.

If you can find ENDISWAL, hold on to it - you can use it to skip the first two guards. After that, it's actually possible to use Umbral form to skip a couple more, but I wouldn't rely on that - if it works for you and you no longer need the above ground resources, go for it, but plan on fighting through the guards. The annoying bit here is the retaliate: fireball - if you find a HALPMEH early on, save it for here. Otherwise, you'll probably want to fireball the Matron anyways in Blazing form (or skip it with popcorn / fireballing other targets, it really depends on the situation) and fireball something else in Azure form.

Good luck! This one is very tough and takes some luck to win, but once you get practice with knowing how to manage the forms it is totally doable.

Curious - What Lies Below[EE]: Win and earn Curious.
★★★★★★★★★★
★★
After killing the usual guards, there are more on two branching paths. Each path has a level 10 dragon guard followed by a level 10 dragon spawn followed by 2 level 1 young dragon spawns followed by another level 10 dragon spawn followed by a level 10 dragon elite followed by a level 10 miniboss Secondborn Twin (90 attack, 477 health, magical attack, berserks at 75%). After killing both, you can reach the Matron of Flame, who is the same as usual.

I used an Orc Assassin with Shadow Heart here - this makes most enemies regen fightable with APHYLSEEK/BURNDAYRAZ and lets you skip the level 9 guards. If you find HALPMEH, save it for the Matron of Flame! It will help a lot. Otherwise, you can convert anything that isn't APHYLSEEK/BURNDAYRAZ on sight, except for maybe WEYTWUT/WANAFYT/IMAWAL for more XP.

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★★★★
★★
The Druids gain Spawn Plants: 1 per level, forest trolls gain 25% physical resist and 25% protective blessing.

The Firstborn gains Fast Regen, as usual. The Dragon Guards have 50% physical resist and the Dragon Elite gain 2 corrupting aura per level (so 18). The Matron of Flame has 1908 health.

This is quite tough - I went with a Paladin because it has a pretty good setup for the top floor (especially since many plants can be dealt with easily) and for the Matron, but dealing with the guards is hard. A slaughter sigil could be a reasonable prep here, letting you skip the hardest part of the dungeon for Paladin.
Vicious Dungeons - Demonic Library (part 1)
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.

Recommended Classes + Races

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

Strategy

This is my personal favorite base game Vicious dungeon, maybe tied with Naga City. It's very tough and you have to take on SIX bosses. No matter what your strategy is, at least some of them will be quite 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.

I'm not gonna go over much more here, but go to the first quest for more strategy tips!

Quests

The Moving of the Cheese: Win with any 3 classes. (Unlocks the Rat Monarch class)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
Like all vicious dungeons, this dungeon asks you a few questions. 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.

Once you reach level 5 or so, you should start thinking about the demon lords. Personally, I try to target two at once - focusing physical damage on one and magical damage on the other, so I don't waste either resource. You can pick one of Perivolcan Ze (just get a burn salve for after the fight) or Mesostel Ze to focus with physical damage and then one of Perivolcan Pa or Mesostel Pa to focus with magical damage. In my attempts, I saved Aphelion for last and used both magical and physical damage for him, but if you can time killing him with a level up he actually makes a great first target since he is vulnerable to both. Try to save as much as possible for the avatar - use whatever you can to kill the demon lords while holding onto as many potions (especially health potions) as possible. Levelling up mid fight works great, and god boons are a good idea since without careful planning you'll be cutoff from gods while fighting the Avatar.

This approach is why thief works so well - the thief class naturally benefits a hybrid build, since potions will restore both health and mana and you will have higher attack, hp, and mana. I recommend tinker for a different reason - every demon lord drops 25 gold on death, giving you an absurd total of 125 gold to work with. With the tinker's swiss alchemy kit, you can amass a ton of items and be ready for anything - you can even pivot after killing the demon lords by transmuting your magical items to buy more physical ones. Items that use up gold, like crystal ball and alchemy scroll, are a godsend. I especially like crystal ball for being a resource you can freely use against the demon lords since it won't help as much against the Avatar anyways, and it recharges between boss fights.

The second part of this dungeon is the hardest for most builds, but if you have enough resources left it shouldn't be too bad. You have to descend to the subdungeon in the middle and fight the Avatar. The Avatar is a fairly difficult boss with subpar attack (for a vicious dungeon), but a large heath pool, resistances, and berserk. In addition, every time you attack the Avatar with melee or fireballs, it will spawn a couple level 10 monsters with random abilities that will quickly fill up the subdungeon and cut you off from the exit. These CAN be killed and can even be used as a level catapult against the Avatar, but since they are level 10 it is not always worth killing them. If you want to avoid being cut off, you can move the Avatar next to the stairs with either WEYTWUT, WANAFYT, or PISORF. This can definitely be helpful but is not necessary unless you are very dependent on boons or bloodpools, so don't worry too much if you don't have these glyphs.

The Warlord approach is a bit different. I personally prepped mystera annur because her max mana, mystic alignment, and restoration boons will be really helpful. Her penalty isn't too bad but you'll want to be casting spells every time you have mana. You'll start with CYDSTEP, which will be your approach on every boss except for Perivolcan Pa and Mesostel Pa, who you will want to use BURNDAYRAZ for (unless you can find a soul orb for Mesostel Pa). If you can prep a crystal ball, it will be extremely helpful. A schadenfreude potion is nice for the boss, and a compression seal is also nice since inventory gets tight because you'll need to hold onto two spells. Any thing that restores mana or increases mana is a great purchase. Being able to access the main dungeon during the Avatar fight is a big help for this approach, so if you can find a WEYTWUT, WANAFYT or PISORF, you should hold onto them and use them to move the Avatar next to the stairs before fighting him. If you aren't level 10 yet by the Avatar fight, you can hit him once and level up off of any ??? he spawns that don't have physical resist. If you can't do that, just try to use resources on the main dungeon (like glyph restoration, any boons, shops) to kill the demon lords and save your potions for the Avatar.

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 - Demonic Library (part 2)
Disposable - ??? [EE]: Win and earn Disposable.
★★★★★★★★★★
★★★★
You play as a Human Guard with an Attuned Codex (+4 fireball damage per level, maxed burning stacks, melee attacks do no damage, casting fireball costs 4 HP per level)

This codex gets additional abilities as you kill the lords, which each replace the last ability you had.

After killing Mesostel Pa, you get doubled burning caps (sort of like getting an additional +2 fireball damage per level) but fireballs cut your current mana in half after being cast, rounded down.

After killing Aphelion, you get doubled mana regeneration but no health regeneration.

After killing Perivolcan Pa, you get -1 spell cost but enemies have retaliate: fireball.

After killing Mesostel Ze, you get -6 fireball damage per level but fireballs don't cost health (you still need to have enough health to cast them)

After killing Paravilion Ze, burning halves regeneration and you get -1 XP on burndayraz cast.

When you descend to the Avatar's lair, you get a new ability that replaces your last one - +5 max mana, fireballs pierce magic resistance. Also, you turn purple! Fun.

You'll definitely want to prep Mystera here - you literally can't melee at all, so Flames is actually great, and all of her other boons are as useful as always.

This is an order of operations puzzle. You get to pick which double edged abilities you get and when, and you can skip one entirely by taking on that demon lord last. By far the worst ability is the no health regen one, so save Aphelion for last.

Paravilion Ze has the second worst ability I think, so maybe do him second to last?

You probably want Mesostel Pa -> Paravilion Pa -> Mesostel Ze -> Paravilion Ze -> Aphelion.

After that, the Avatar isn't too hard, especially if you can find WEYTWUT. You'll just need a good mix of health and mana restoration.

Curious - Curse of Hellfire[EE]: Win and earn Curious.
★★★★★★★★★★★
★★
All monsters and Demon Lords have Unstable, and the Demon Lords have 555 hp instead of 222, but they all lose 111 whenever you kill one and don't gain death protections.

The avatar's room starts out filled and all of his ???'s are Unstable.

This one is pretty hard - Unstable is a difficult trait to manage and the new Demon Lord mechanics force you to wait a lot longer before fighting them (although it does have the advantage of making the last two you fight pushovers, so you can save the two that are the hardest for you for last).

I did this with an Orc Sorceror with Fido but I think that was not a great approach - Sorceror is nice here because your healing fireballs help you finish off Unstable enemies, but you need to find another spell (I used HALPMEH) for the Avatar and I had to junk Fido pretty early on because you really rely on level up refills for the last few parts. You want a hybrid build with the ability to finish strong with physical attacks and with a way to finish off Unstable enemies without letting them hit you (so either a spell or first strike).

Egotistical [EE]: Win and earn Egotistical.
★★★★★★★★★★★
★★★
The armors here gain 2 corrupting aura per level, the imps gain serrated strike, the golems gain 1 corrupting aura per level, the cultists gain curse bearer, and djinn gain 1 bewitch per 2 levels.

For the demon lords, Mesostel Pa gains Ensnare: 1, Aphelion gains 30% riposte, Mesostel Ze is overhealed to 444 and has Zotted, Perivolcan Pa gains Corrosion+Weakening+Poisonous+Mana burn, and Perivolcan Ze gains Bewitch 1.

The Avatar gains Chaotic and spawns 5 enemies each time it is damaged.

This is quite hard - the demon lords all get significantly harder and the Avatar becomes very problematic, because you will probably repeatedly have to fight hordes of enemies to reach him. I used an Orc Paladin with Dragon Shield here and worshipped GG to take humility and a bunch of health increases. For the demon lords, this build has a relatively easy time with Perivolcan Ze, Mesostel Ze, and Aphelion, can take Perivolcan Pa with cleansing, and has a pretty hard time with Mesostel Pa - save some blackspace if possible and plenty of popcorn to cure curse stacks.

For the Avatar, this build has a decent time - you can level up catapult off of weaker enemies.
Vicious Dungeons - Naga City (part 1)
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. Debuffs that count for this are poison, mana burn, weakening, corrosion, cursed, and slowed, which only comes from platemail or the really big sword. Health potions can overheal. This is a great item for potion heavy classes/races on dungeons with lots of debuffs, and it's especially good for priests since it prevents you from wasting any of their health potions restoration)

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.

Recommended Classes + Races

Gnome/Orc/Elf Wizard, Gnome Sorceror, Halfling/Orc/Human Priest, whatever you are good with as long as it's not a Goblin

Strategy

This is generally considered to be the hardest (non-Gaan-telet, non-EE) Vicious dungeon. It first challenges you with a very tough dungeon filled with debuffing monsters, 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, although I think the regen classes struggle more.

The key here is that you get access to the entire pantheon of gods. Winning will hinge on being able to carefully plan out your god usage. If you are used to just monotheistic worship, you'll definitely want to experiment with god combinations.

The other important part of this dungeon is managing your resources before entering the arena. You definitely do not want to use any limited resources like potions, but you want to get as high levelled as possible. Ideally you will reach level 8 or 9 before descending, although it is doable at level 7. Think carefully about what you bring with you - you probably won't have space for everything you want.

Quests
:Snakes? SNAAAKES!: Win with 3 classes. (Unlocks the Gorgon class)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊
My pick for the three classes here were a Gnome Wizard, a Gnome Sorceror, and a Halfling Priest, but mostly just because these are some of my better classes.

Wizard is a great class for this because you can bring all the glyphs and some items from the first floor without overflowing your inventory. You have a couple racial choices - I personally recommend gnome because my playstyle favors the potion races, but orc or elf can work well too. For preps, the best things you can bring are a crystal ball (makes it WAY easier thanks to the abundant gold), Mystera's altar (if you don't prep a god there won't be any altars on the first floor), and mana boosters (excellent for the wizard). Other preps that can be pretty useful but are not as key are a compression seal (not as important for the wizard since your glyphs are small) a can of Whupazz (probably for Frank or Super Meat Man), a Schadenfreude potion, and Smuggler den (helps you get going on the first area and gives you more blackspace). If you are an orc, you'll probably want Bear Mace for the knockback damage, and you might want Binlor instead of Mystera for the guaranteed PISORF.

In the first area, your goal will be to kill as many monsters as possible. Higher level if you can, but probably you will mostly be killing same level or lower monsters. From Mystera, you'll want 2x Mana up and Restoration. I would say get one mana up first, then restoration and then the other one - it's important to get restoration now so you don't have to unlock her altar later. Make sure you use spells as much as possible to farm piety. You should be saving all your glyphs and mana potions, but you can use the crystal ball if you have money to spare. Once you've killed everything you can and explored the whole dungeon and taken everything you want, you'll want to talk to the hooded figure to go to the arena. Hopefully you've found either PISORF or HALPMEH - you don't necessarily need them but one of them will make the Iron Man a lot easier. If you are an Orc, you definitely need PISORF.

When you get to the arena, Mystera's altar will be locked but you will still be worshipping her. You should stay worshipping her until you have 100 piety, then unlock the Earthmother's altar and convert - but that probably won't happen until a bit into the first 3 bosses, or even in the second wave. If you need a mana boost before switching, prioritize converting glyphs that you don't need (usually just hold on to BURNDAYRAZ and either PISORF or HALPMEH) over using mana potions, since Restoration gets weaker once you switch. Once you are worshipping the Earthmother, you can use her trip boon to slow bosses to finish them off and spawn 5 plants, then after using it twice you can use clearance to remove the plants and restore 10 mana. When you are low on piety, you can use plantation to refill it, and if you run out of piety again you can use consensus to get back to 50. When you spawn plants, make sure they won't block you off once you clear a wave, because you are teleported back up to next to the Hooded figure! if they are blocking you off, you should take clearance to get rid of them.

(Continued in part 2)
Vicious Dungeons - Naga City (part 2)
Most of your damage will come from BURNDAYRAZ, or PISORF if you are an Orc or just prefer it. If you are using knockback damage, a key part of the strategy is to knock bosses into eachother, damaging both of them. Some of the bosses require a special approach. You can always regen fight one of the 3 bosses in each wave, and you can probably level up while fighting another one by killing the enemies that spawn in the arena. Jormungandr, the Tormented One, and Timothy Longdall are all quite easy but you can't regen fight them - I would recommend killing them without exploring and without levelling up, unless the timing makes it easiest to level up during their fight, and if you do level up make sure to finish them off with only spells. Tower of Goo and Aequitas are also difficult to regen fight but also pretty simple to kill in any other way - for Tower of Goo if you are using Pisorf you will want to either switch to Burndayraz or knock another boss into the tower of goo and then finish it off while its health is low. The Iron Man isn't too bad but you can't use Burndayraz for him - you can regen fight him or level up during his fight, but you'll want to use either HALPMEH or PISORF as your spell for the fight. PISORF is preferable if you have it and have something to knock him into but HALPMEH works fine. Super Meat Man you will definitely want to regen fight, using BURNDAYRAZ to slow his regen unless you are an Orc, in which case PISORF is probably still better. He isn't that bad if you regen fight him but otherwise he is quite difficult due to his massive health pool. If you are low on blackspace, use can of Whupazz on him, otherwise save it for Frank. Usually, Frank the Zombie will be the hardest boss. Regen fighting him will help but not very much - do it if he doesn't come with Super Meat Man. You should try to level up while fighting him, and you will probably need to use some potions on him, even after starting with Whupazz.

If you can get to Kinissssch, you should find him quite easy unless you have absolutely nothing left in the tank. He can be regen fought moderately succesfully and he is vulnerable to BURNDAYRAZ or PISORF, but keep in mind that he becomes cowardly if you rely on PISORF.

The sorceror plays very similarly here to the Wizard. You don't get to bring a ton of glyphs below unfortunately, but you DO get a bunch of health restoration, a large mana pool, and some more damage.

For race, you definitely want gnome - gnome offers so much mana over the course of the dungeon due to Sorceror's expanded mana pool, and PISORF isn't as good here since it isn't discounted. Preps are pretty much identical to the preps for the Wizard - crystal ball is even better now, and Mystera is even more important. The only difference is you will probably want fireball magnet instead of more mana boosters, since you aren't guaranteed to start with it, and you'll definitely want a compression seal since your glyphs are large.

The first level plays a bit differently. Sorceror has a really strong start, so you should be able to kill enemies that are a level higher than you pretty easily until you are level 3 or 4. However, you will need to use more blackspace to do it since you have more mana to refill.

Your priorities with Mystera are Restoration and Mystic Balance, and then two mana ups. It's more likely now that you will need to buy Mystera's altar in the arena to get everything you want, but that is fine since you will have plenty of gold. You'll definitely want Restoration ASAP since you won't have enough inventory space to bring every glyph with you, so you can use Restoration and convert one you don't want to kill a higher level monster in the first area.

Once you get to the arena, Sorcerer plays pretty similar to Wizard - except that PISORF isn't as good. It's still useful for the Iron Man, but you probably won't use it besides that and HALPMEH is better for the Iron Man if you have it. If you can win with the Wizard, you can definitely do it with the Sorceror once you are at this point, thanks to the bigger mana pool and therefore better mana refills.

My final class was a Halfling Priest. Priest plays very differently and personally I had a slightly harder time winning with priest, although part of that is that I am not as good at picking gods for priest. There are a couple benefits here - more max health in a dungeon where you get so many levels and so many boons means that you will have a MUCH larger total amount of health to work with - it really helps that most health refills in this game are percent based. Buffed health potions only makes this stronger. The other benefit is Good Golly, which turns Frank from the hardest boss to pretty average difficulty.

I went with a knockback melee + pisorf approach here, so I prepped Bear Mace and Binlor. I recommend a knockback approach because it lets you use the bosses against eachother - you can focus on Super Meat Man while he is next to the Tormented One, and the knockback damage will be applied to both, letting you mop up the Tormented One with BURNDAYRAZ afterwards. This is very helpful since otherwise Tower of Goo and the Tormented One are very difficult to kill, and it generally helps with efficiency - you can use this to partially avoid fighting at least 3 bosses, and sometimes 4 if you use super meat man as your target since he has enough health to significantly damage two bosses before dying. I prepped Binlor mostly just for the free Pisorf and to gain some piety in the top dungeon - the only boon I grabbed from him was the +40% knockback damage one.

For other preps, you have some options. From the mage tower, I went with health boosters but you could make a good case for damage boosters instead. From the thief den, I recommend smuggler's den for the extra blackspace and to get a better start, but you might prefer black market - especially if you prep Quest or Elite items. From the witch, I went with health+mana+schadenfreude+whupazz but you might be better with health+schadenfreude+reflex+quicksilver or something along those lines, it's up to you. Definitely take a health potion though! Priests would take four health potions if they could.

You have a lot of options for locker items. I went with our new Naga cauldron because it keeps you from wasting any healing, and it's very easy to end up with 1 stack of weakening + corrosion anyway, boosting your healing potions to 110% and your mana potions to 50%. As with any melee class, you could make a strong case for dragon shield instead (especially since the only source of curse here is Tomithy), and on my winning run I got a lot of use out of both crystal ball and fire heart, although I don't think I would prep crystal ball for this class.

This setup will struggle a lot more with the early part of this dungeon - I was only able to reach level 6 before running out of steam and descending into the arena. Anything you can find to give you an early leg up is worthwhile - balanced dagger in particular can really help, and it might be a better prep than the cauldron.

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 - Naga City (part 3)
Disposable - The Heist [EE]: Win and earn Disposable.
★★★★★★★★★★

You play as a Human Guard with a Champ's Cauldron (like Naga Cauldron but always grants at least +60% effectiveness and gives you +2 potions of each type each level) and an Amulet of Dragons (levelling requires 20% less XP but you can't regen at all and you don't get stat refills on level ups).

Before you can enter the arena, you are challenged by Etsssilian Ahau (112 attack, 595 hp, weakening blow, 50% physical resist, 5 layers of DP). The arena, instead of spawning four random enemies, always spawns 4 level 9 nagas. Additionally, Prince Kinisssch is a bit tougher - when he gets to half HP, his health is restored, he gets 10 more layers of DP, and he gets 50% physical resist.

This is one of my favorite Disposables and probably the easiest of the Non-EE vicious disposables. You can't regen at all, so you should always explore as much as possible when not in combat. Try to keep your health low while exploring - getting your life stolen by a Vampire can be pretty bad if you are overhealed.

I prepped a compression seal, elite items, black market, more attack boosters, perseverance badge, can of whupazz+reflex+health+mana potions, and Taurog. I definitely highly recommend all of these except maybe Taurog - prepping him has some pros and cons. He is by far the best god to worship up top for getting piety (you'll easily reach the cap), but you don't actually want any of his boons except maybe Skullpicker. Additionally, making enemies Cowardly is more problematic than usual here - you REALLY don't want to reveal blackspace while fighting enemies so you don't want them to run into it, and Vampires especially are problematic with Cowardly. Once you can get off the ground and reveal most of the level it isn't a big deal, but it can make the first few levels much more annoying.

If you don't want to prep Taurog, I would recommend Mystera - she won't get you as much piety but her boons are actually useful and her prep penalty isn't as bad. You might not want to worship her immediately - definitely at least wait until you find BURNDAYRAZ, and maybe wait until you are near ready to fight Etsssilian (she'll give you some piety retroactively for the BURNDAYRAZ casting and you won't have to deal with losing piety from killing magical enemies or getting mana burned).

I think topside is the hardest part of this map, in terms of actually making decisions. The arena is just a test of how many resources you have left, but on the top you have to carefully think about whether you want to spend a ton of potions to take down a high level enemy or whether you want to use less resources to fight lower level enemies.

Regardless of what you go with up top, Mystera is a very useful god to worship in the arena so switch to her ASAP. Usually you want Dracul for the Arena but unfortunately he hates health potions so he is a pretty bad choice for you. I would recommend worshipping Mystera until pretty late in when you have high piety, have gotten everything you wanted out of Mystera (I just grabbed two mana ups) and are getting ready to fight a tough physical boss like Frank the Zombie. You can convert to Binlor and use Stone Skin to help you fight, and use Consensus once you run out of piety to get some more.

Curious - Gladiator [EE]: Win and earn Curious.
★★★★★★★★★★
★★★★
The map plays the same until you get to the Arena. When you get to the Arena, there are now NINE bosses in each wave - the same set, plus a set of bosses from Hard dungeons (The Indomitable, Evolvia, Itsssamna, Stone Guardian, Earth Guardian, Bjorn Ulfheoinn, Cursed Dragon but without Curse Bearer, Getanadafix, Rex, Count Blahblah, Herp the Foreman, Curse Shade, Stheno, Zin Kibaru, and Anoobis). Prince Kinisssch is pathetically weak (1 hp, 1 attack, no death protection). There are also 3 sets of the same 3 shops, instead of just 1 set.

You might think by this point you are good at taking out tons of mediocre bosses, but I promise you having to fight TWENTY-SEVEN bosses really steps up the difficulty. That's almost as many bosses as a normal dungeon has enemies! You really start to get pressed for resources by the last nine or so, and you have to plan for the long haul throughout the run.

The strategy is mostly the same as with regular Naga City, just much harder. You'll have to take special considerations for some of the new bosses.

First up, the easy ones - the Indomitable is a complete pushover who can be regen fought and even used for a level up catapult. Stone Guardian and Earth Guardian are both quite simple and can be approached like easier versions of Iron Man and Tower of Goo. Similarly, Bjorn can be approached like an easier version of Iron Man, except that you might want to finish him off with spells since his Berserking damage is fairly high. Rex has quite low HP, so opening with physical attacks and finishing him off with magical attacks is very effective.

Next, the average ones - Evolvia isn't too bad but you'll want to save him for among the last in the wave since he blinks, and you'll need to prepare both health and mana for him due to his randomized traits. Herp is pretty standard except for his corrosion - it's not a huge deal but you do want to avoid getting a ton of it if you can. Zin Kibaru is very standard, but you should prioritize physical attacks on him due to his moderate magic resistance - he also has Magical Attack so he is tough for characters that rely on physical resistance. Curse Shade has high resistances but low health and not very threatening attacks - he does have Blinks and Lifesteal, so definitely wait until you've fully explored to fight him - he also drops the Dragon Soul! Stheno has weak stats but keep in mind she still has her ability of drawing power from enemies, so make sure to clear out any enemies first!

Finally, the tough ones - Itsssamna is pretty brutal with standard HP but high resists and weakening blow - he is easier to kill with physical attacks due to his low attack but unless he comes really late in you don't want to hit him too much because of weakening. Cursed Dragon and Blahblah are similar - they both have high HP and retaliate: fireball, so save HALPMEH for them. Blahblah is even worse due to his higher health and lifesteal. Getanadafix can be quite problematic if you are vulnerable to mana burn and you CANNOT worship the Earthmother before fighting him or you risk getting a ton of punishments. Anoobis is very tough if you try to spike him all at once - you can finish off a form, use blackspace to regenerate, do it again, and then his last form is just a weaker Tormented One.

I used a Gnome Sorceror with a Crystal ball - it worked well but it heavily depended on a soul orb I found, so you might want a less glyph dependent approach. No matter what you do, identify which bosses will be tough and make a plan for them - with my build, that was Getanadafix (which I handled with a Soul Orb, otherwise I would have needed to save a lot of potions for it), Itsssamna (reflex+quicksilver and a level up catapult), Cursed Dragon and Blahblah (saved HALPMEH for them).
Vicious Dungeons - Naga City (part 4)
Three wishes pt. 3 [EE]: Win and earn Egotistical (unlocks the Djinn class)
★★★★★★★★★★
★★★
Your final task for Mahn-Ki is to win in Naga city with his magic active. This makes the dungeon a lot harder, as most common bosses receive pretty huge buffs with egotistical.

First you have to deal with the topside. Here, the common enemies gain their usual egotistical buffs - dragonspawn get fast regen, goo blobs get higher resists but lower health, serpents get cowardly and a bit of magic res, and warlocks gain berserk.

The regional enemies here get some EE traits. Naga get 20% riposte and more health, at the cost of a big attack reduction. Vampires get slightly more lifesteal and equivalent essence drain. Burn vipers gain 1 bewitch per 2 levels. Acid blobs gain unstable and more health, but a bit less damage.

Then the arena itself. Here, you'll have to deal with the usual 10 bosses but amplified by egotistical. Here's a quick overview of the changes for each one:
  • Jormungandr - slightly higher stats, gains 50% magic res and blink
  • Lord Gobb - 40% resists instead of 20%, gains corrosive
  • Frank - revives once into a significantly weaker frank
  • Tormented One - slightly higher max HP, starts MASSIVELY overhealed to like 1200 HP.
  • Tower of Goo - lower health, but 90% phys res and 50% magic res
  • Super Meat Man - 50% phys res, but a bit less HP
  • The Iron Man - gains 10 layers of DP
  • Aequitas - gains berserks at 50%
  • Tomithy Longdall - double the health and weakening blow
  • Prince Kinisssch - swaps corrosive for weakening, gains 50% phys res, curse bearer, 5 extra DP layers

This doesn't fundamentally change Naga City too much, but it makes every part of it significantly harder. The usual approaches will still work here, but you'll need to be more careful with them. Make sure to bring both types of salves as well, and maybe prep apothecary - between some bosses gaining debuffs and naga/acid blobs both being tougher to kill without getting debuffed, you'll want the extra cures.

I used an Orc Wizard punchomancer build here. I prepped Binlor Ironshield, Fido (from troll lab), extra mana boosters, bear mace, compression seal, both salves, reflex potion, whupazz, black market, and apothecary.

For this build, the top floor isn't too tough - you can farm Binlor piety like usual, and look for good targets. Goo blobs are generally the easiest for this build - if you push something else into them, the damage will pierce their resists, so you can take advantage of their low HP. Most other enemies are fine targets, but be careful with burns vipers and naga - even pushing another enemy into them will bewitch you or trigger riposte (weakening you). As usual, get as high levelled as you reasonably can then set it up so you can easily catapult the first boss. Grab ENDISWAL from Binlor and try to get as much piety as possible before descending.

In the arena, I immediately grabbed scholar's pact - this is a huge help with Fido, since the overheal will override Fido's usual downside. You can also break open some walls with spare mana as you head down into the arena.

Most bosses won't be too tough with this approach. The low health ones in particular are quite easy. If a boss has high physical resist, you can damage it well by knocking another boss with lower res into it - this is very very effective for tower of goo.

The toughest boss will probably be the Tormented One - it has a TON of health and some nasty traits. I used Whupazz for it to take off some of the health immediately, and did a lot of damage to it by knocking other bosses towards it.

Otherwise, this part doesn't take anything you don't usually need really - it's just a lot of high HP bosses to chew through. Make sure to save appropriate cures if needed for Gobb, Tomithy, Jormungandr, and Tormented One.

Once you get through the first 3 waves, Kinisssch is still pretty easy despite his buffs. Curse bearer shouldn't be a big deal for this build, and if you have popcorn left you can knock them into him to do damage, or you can save fireball for him..
Vicious Dungeons - Vicious Steel (part 1)
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.

Recommended Classes + Races

Orc Berserker, Gnome Sorceror, Orc Crusader, Halfling/Orc Priest, Half-Dragon, Rat Monarch

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.

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), 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 the Earthmother a GREAT god here (she provides both corrosion and damage reduction), and the martyr wraps are a solid item. With enough commitment 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.

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)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
I used a Orc Berserker, a Gnome Sorceror, and an Orc Crusader. Of these classes, berserker is by far the easiest, and sorceror was definitely the hardest - you might be better off with something like Half-Dragon or Priest.

With berserker, your primary targets will be Warlocks, Wraiths, and Animated Armours, probably in that order. Avoid steel golems and illusions at all costs, unless you can 100% definitely clear the curse or kill the illusions without taking any damage. Taurog is the ideal god to find. You can either go all in or use him as a piety farm and then convert later. Either way, you'll definitely want the boon that grants damage reduction and the one that grants magic resistance. Feel free to convert most spells but usually I hang on to at least one offensive spell, but if you don't want to convert out you might not have any room for spells anyway.

If you can't find Taurog, you can use Binlor, but converting out will be more important. If you do want to convert out, the ideal is probably Dracul for sanguine, but he is less useful than usual since you will def. already have 65% magic resist. Glowing gaurdian can also be good for very late game if you have already used your potions, and some people like Binlor although I don't see a huge point since your resistance will already be capped. Kill the Indomitable first around level 7 using regen fighting. If you can, knocking him repeatedly into Blahblah is nice but honestly I think it's a bit overrated as a strategy since Blahblah won't take much damage from it and you'll be regen fighting anyways. Make sure you have a burn salve to clear the corrosion once you've killed the Indomitable. Once you are as high levelled as you can reasonably get and you've explored as much as possible, take out Count Blahblah. You're resistances will make him much easier, although he still has a lot of health.

Crusader has a similar strat but it needs to be modified slightly. You don't have magic resist so warlocks and animated armours become a lot harder. Your primary targets now are Steel Golems, Wraiths, and Animated Armours (in that order, but wraiths and steel golems will be much easier than the armours). You ignore curse, so you should focus on gaining resistances and reduction as much as possible. Personally, I brought platemail. It makes illusions hard to use even as popcorn, but it makes the Indomitable really really easy and helps a lot in the whole dungeon. Again, your ideal god is Taurog, but now you will definitely want to convert out. Get the damage reduction and magic resist and then hope you can find Dracul once you're at 100 piety. Dracul will be really great for you because he can bring your magic resist to 30%, give you lifesteal (great versus the animated armours), give you sanguine, and fully heal you without cursing you. I'd recommend getting lifesteal first for the extra piety gain, then resist up, and then sanguine (twice if possible). Try to kill as many wraiths as you can before converting to Dracul so you don't have to take the piety hits! If you can't find Dracul, once again Glowing Gaurdian can help but it won't be as good.

The sorceror strat is a bit different. Obviously taurog won't work for it. I recommend using Binlor as a piety farm and way to get your reistances up, and then converting late to mystera or dracul. You can also use mystera the whole time but it will be harder since there is so much magical attack here. Your primary targets will be Animated armours, Warlocks, Wraiths (if you can clear the mana burn), and Steel golems (if you can clear the curse) in that order. As always, crystal ball is a nice prep. The hardest part here is Blahblah, who has a ton of health that is hard to burst down with spells. The only advice I have for him is that a can of whupayzz goes a long way on him, and if you can do the knockback thing with the Indomitable it helps a lot.

I haven't personally tried the priest strat, but I've heard good things about it, and it makes sense. 100% health potions are always great and you will do double damage to Blahblah, which brings his HP down to almost reasonable levels. I would imagine the strat would be sort of similar to berserker/crusader except that dracul would not be as good due to hating HP potions, and staying with taurog the whole time might be good since his death protection stacks would go twice as far due to your double damage. Your target priority would probably be Wraiths, Warlocks and Animated Armours.

Vicious Dungeons - Vicious Steel (part 2)
Disposable - Unbroken [EE]: Win and earn Disposable.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊
This is one of the hardest quests in this game. You play as a Human Gaurd with a Sapphire Helm (+1 mana, +2 damage, +5 health, -1 BURNDAYRAZ damage per level, no stat gains on level ups, gain infinitely stackable death protection every time you kill a monster) and a Rod of Binding (can be used once per level to turn an enemy into an Animated Armour, giving you player level XP and a layer of death protection).

The problem here is you are stuck with both terrible stats and terrible spells. You will need to seriously double down on the typical strategy here - prep bear mace, prep earthmother, prep quest items and hope to find martyr wraps. Use earthmother to get some DR and health, which will help you fight enemies to get more death protection. You can probably get around 30 layers by killing as many monsters as possible WITHOUT letting any of them break a layer. You can alternate between greenblood to stack corrosion and vineform to stack DR, petrifying slowed high level enemies for XP and piety, and then when you run out of blackspace you can start fighting the bosses.

Do whatever you can to position them next to eachother. The easiest solution is WEYTWUT, but PISORF can work too, or even BURNDAYRAZing Blahblah until he ends up nearish to the Indomitable. Fight the indomitable, repeatedly knocking him into Blahblah. The indomitable should pretty quickly stop damaging you at all, at which point you can use a can of Whupazz on Blahblah (hopefully after this he will have like 150 hp left) and you can finish him off with your remaining attacks and potions.

Curious - Immortal Foes [EE]: Win and earn Curious.
★★★★★★★★★★
★★★
In this run of the dungeon, Count Blahblah gaurds the Indomitable in a subdungeon, preventing the usual knockback spam. Additionally, count blahblah revives as an identical verson of himself (except now with 99% lifesteal), meaning you will have to kill him twice.

The indomitable has been reworked as well - he has 50 damage, 1 health, and 100 death protection, but no corrosive attack. He no longer loses damage when loses DP.

This is a really, really tough one. Everything about the Indomitable SCREAMS regen fighting - he literally can't regenerate and trying to kill him head on without blackspace is nearly impossible because every hit on him will either cost 6 mana (3 mana if you have popcorn to pop burning) or 50 health, and good luck getting a spike that provides you 2500 health and 300 mana.

However, Count Blahblah seems to hard counter regen fighting - he has Blinks and lifesteal (99% in his second form!), so if you try to fight him while you have blackspace left you risk him blinking into it and stealing a bunch of your health. Of course, even without considering the Indomitable, Blahblah is pretty hard to spike - you'll have to burst through a 1110 health pool TWICE.

The easiest way to win here is to regen fight anyway. You'll just need to find a way around Blahblah. Quick aside about blink: Enemies with blink will only blink if they are next to you after your attack. This means an easy way to get around Blahblah's blink is by prepping a Bear Mace - just make sure you are either knocking him into an empty space or a wall and don't cast BURNDAYRAZ on him (try to find HALPMEH or PISORF). Now you can regen fight him! Unfortunately, the dungeon is still really hard.

I ended up using the Troll class, with a Shadow Heart prepared. This setup had a lot of strengths, but also some pretty major issues, so feel free to try something else - berserker would probably work with it's 50% resist to both bosses attacks (as well as most enemies) and high damage.

Important glyphs here: BURNDAYRAZ, PISORF, LEMMISI if you can get it

The troll's main advantage here is her extreme blackspace efficiency. She can reshroud 3 tiles after every 6 tiles she explores! With careful play, this basically DOUBLES the amount of blackspace you have available. To take as much advantage of this as possible, I prepped a Shadow Heart, an item from the Phantom Citadel which grants +1 to health and mana regeneration at the cost of the ability to use gods. This setup gives you roughly FOUR TIMES the total amount of mana to work with here - roughly 3200 total. Every enemy here besides Wraiths and Illusions become fair game - you don't care about curse and high damage isn't a problem thanks to death protection. Try to save one high or mid level monster (it can be an illusion!) for the finalIt's very strong, but it does have some problems - mostly with Count Blahblah.

The advantage for the Count Blahblah fight is that you do not need Bear Mace. The troll's natural ability, troll fear, gives all enemies 10% knockback - so as long as you let Blahblah knock you back, he will never get to blink. The hard part here is outpacing his regeneration. When you explore 6 tiles, you get to hit Blahblah once, and he gets to regenerate 60 health. If you are fighting him at level 8 (this was usually the level I reached before fighting him), with all attack boosters and more attack boosters prepped, you will only be doing 48 damage, which is not enough. Shadow heart will provide you with 12 mana every loop of this, which would be enough to deal 64 damage with BURNDAYRAZ - but the problem is fireballing Blahblah will cause him to teleport, so you really want to find another offensive spell. HALPMEH won't help at all because Blahblah likely does more damage than you have health, and CYDSTEPP won't help because whenever you have >50% health you probably have DP anyways. Your best bet will be PISORF - pushing Blahblah into walls repeatedly can deal up to 72 damage to him every cycle, which on top of your attack easily outpaces his regeneration. To help here, you will want a can of Whupazz. Any items that boost your damage are great to buy, and Martyr Wraps are amazing.

Once you kill Blahblah twice, it's time for the Indomitable. Troll is less good here than you would hope - the Indomitable's arena is very small, and this seems to short circuit Troll Brain if you don't have LEMMISI. You won't actually reshroud any tiles when you lose DP down here. I recommend breaking your DP against a high level monster you left alive after casting BURNDAYRAZ on the Indomitable. This way, you get 3 tiles and 1 hit on the indomitable, instead of 0 tiles and 1 hit. If you have converted a lot of things, you'll probably have enough regen that you can get 2 hits, 2 fireballs, and 1 burning pop every time you explore 6 tiles. This will reshroud 3. That means you will only need 60 tiles of blackspace to defeat the Indomitable. Rolling a large subdungeon here can be the difference between winning and losing, unfortunately.

Egotistical [EE]: Win and earn Egotistical
★★★★★★★★★★
★★★
Illusions gains 25% protective blessing, steel golems gain 1 corrupting aura per level, animated armors gain serrated strike.

The indomitable has MASSIVE attack (999) and serrated strike. Blahblah has 500% lifesteal and essence drain.

I used a Gnome Bloodmage here and prepped Jehora Jeheyu, mana boosters, the one horn, and the usual preps. BLUDTOPOWA is one of the only safe ways to reveal Blahblah without immediately giving him 50+ attack, and a caster approach lets you fight the indomitable without death protection. You can start fighting the indomitable first and use popcorn to quickly get through layers of DP - the last 10 or so layers can easily be removed with physical attacks. For Blahblah, you can open with a can of whupazz if you brought one and then use potions -> bloodpools -> goats to spike him to death.
Vicious Dungeons - Namtar's Lair (part 1)
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.

Recommended Classes + Races

Halfling/Orc Priest, Gnome 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. 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.

I think a Halfling Priest (ideally with naga cauldron or maybe crystal ball if you really struggle on forms 2 and 3) is by far the easiest way to win here. You get doubled melee damage against the final four forms. This trivializes forms 4 and 5 (6 was already trivial and 3 has high physical resistances), and your bolstered health and powerful potions should be enough to get you through form 1. For forms 2 and 3, you'll want to focus on improving your magic powers. Worshipping either mystera or the earthmother is a great idea. Feel free to use all your mana potions on forms 2 and 3, they won't help you against the other forms anyways. This especially goes for form 2, who has high health and you REALLY don't want to melee.

Quests

The base game has no quests here!

Disposable - Final Destination [EE]: Win and earn Disposable.
★★★★★★★★★★
★★
You play as a Human Guard with an Abyssal Ward. This immensely powerful item grants DP on pickup, and can be used once a level to gain DP, 4 layers of stone skin, might, and bonus XP on the next kill. It also supposedly wards off the Underworlds... Spoilers from here on out.


After you kill Namtar's first two forms, your boss will appear to warn you that the Ward is a fake which will actually sap your strength as you descend into the Underworld.

When you descend to the first level, the Ward becomes Inert permanently.

After beating the third form, you recieve an ADDITIONAL penalty on top of the usual one of -30 max HP, -2 max mana, -10 base damage, and bonus damage set to 0%.

After beating the fourth form, you recieve another additional penalty of -30 max HP, -2 max mana, -10 base damage, and damage reduction set to 0.

After beating the fifth form, you get a final additional penalty of -30 max HP, -2 max mana, -10 base damage, poisoned and mana burned.

When you put this on top of the normal penalties, in total you are getting -120 max HP, -12 max mana, and -45 base damage, as well as a removal of all bonus damage, resistances, reductions, and 10 stacks each of weakening and corrosion AND poison and mana burn. In other words, a vanilla character with all the boosters will be left with only 5 damage, 10 health, and 1 mana by the time they reach the final form - not enough to beat it, even if you can wipe the weakening and corrosion! You'll need some flat stat boosts - if you can wipe the weakening and corrosion, then you'll only need at least 9 base damage (+4) or 17 HP (+7) or some combination of the two. A max mana boost will also be really helpful - if you have 13 max mana going into the Underworld, then by the penultimate form you won't have enough mana to even cast BURNDAYRAZ. Getting at least +1 max mana will be really helpful for this form.

This makes Jehora Jeheyu a great god here - one use of the max health boon will get you enough stats to beat the final form, and the health and mana boons will be REALLY helpful on the penultimate form, which is probably the hardest part of the dungeon. Other gods can be useful but I would recommend prepping JJ for the stats boosts. If you find an early Binlor, feel free to worship him instead and convert to JJ later.
Vicious Dungeons - Namtar's Lair (part 2)
Curious - Echoes of Power [EE]: Win and earn Curious.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
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The dungeon plays out similarly at first, but once you kill Namtar for the first time, he respawns next to his second form. Both are at full power (except I think their attack is slightly reduced?) but give No XP.

When you descend into the dungeon, his first 3 forms appear at once. Again, all 3 have mostly full strength and No XP.

On the second floor of the dungeon, his first 4 forms appear, each again with No XP. On the third floor, as you might expect, his first 5 forms all appear with No XP.

Fortunately, the final floor still only contains his weakest form.

This is a very tough run, with the hardest part being the penultimate floor - keep in mind you still get the typical debuffs.

A knockback strategy really, really helps here, because you can deal damage to multiple forms at once. I went with an Orc Rogue with typical preps but a Dwarven Gauntlet for my locker item and Binlor for the church. Binlor is quite helpful as you can get stone form, 40% knockback damage, PISORF (the only spell I used in the dungeons), a cleared out map, and like 35% magic resistance. Additionally, stone skin really helps you take on higher level enemies, like shades.

You want to try to level pretty aggressively - you can take on Namtar when you are level 8 (so 78 hp) and have 30+% magic resistance. Once you get to 30% magic resistance you can switch to another god. I swapped to Dracul and took lifesteal and blood shield - sanguine is less useful here since you start to really hurt for max HP on later layers and there are pretty few bloodpools anyways. At this point, Namtar 1 shouldn't be much trouble at all - you can even set up a catapult to level 9 if you want to, although it might be better to have for Namtars 1+2. For Namtars 1+2, you can use PISORF and knockback damage to take off some of Namtar 2's HP to avoid getting too many debuffs.

Before descending, you want to be at level 9 and within a few XP of reaching level 10. I believe this will give you a level up catapult on the first floor and the penultimate floor. The most dangerous boss is form 3, so always try to deal as much indirect damage to that one as possible by knocking other bosses into it. After that, prioritize indirect damage against form 4, then form 2, then form 1, then form 5. This order might change if you use a different class or gods.

Good luck! This one takes some practice for sure, especially if you aren't that used to using knockback damage to fight multiple targets at once, but you can do it!

Egotistical [EE]: Win and earn Egotistical.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊
Shades gain 30% magic resist, frozen trols gain 1 frostbite per level, burn vipers gain 1 bewitch per 2 levels.

The imps underground gain serrated strike.

Namtar's first form gains Blinks, his second form gains 10% riposte (meaning more curse, weakening, and corrosion), his third form gets 999(!) attack, his fourth form gains Unstable, his fifth form has 56 attack and 10 layers of DP, and his final form has 37 attack and 159 health.

This is pretty tough, but as usual the hardest part here is just getting through Namtar's first two forms (mostly his first) in reasonable shape. I used a Gnome Sorceror with Smooth Stone here - smooth stone is EXTREMELY good underground here since there is so much blackspace, and will basically guarantee you can get through every underground form, so you can focus entirely on spiking the above ground forms through careful god use - I used the Earthmother but Dracul, Binlor, Jehora, and Mystera could all help too. Make sure to bring salve+tonic to cure the corrosion and weakening after Namtar's second form, because you will probably have like 16 stacks of each. Underground, the only form that requires special care is the third form with 999 attack - just make sure to bring some magic resources (a few potions and/or a level up catapult off the imps should do it).
Vicious Dungeons - Vicious Gaan-Telet (part 1)
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.

Recommended Classes + Races

Vampire is by far the easiest. After that, most people like Human Paladin, and some people like Human Rogue.

Strategy

I'm going to outline the strategy for a Vampire specifically, because that is the easiest class to do it with. First, let's talk about preperations:

From the Blacksmith, I personally recommend the Really Big Sword. Slow doesn't matter too much for the vampire (and you'll be hoping to get platemail anyways), the piercing is helpful on wraiths (which are otherwise very annoying) and makes Goo Blobs better bloodcows and easier to kill, and otherwise you will need to use BYSSEPS to break through Horatio's resistances. The perserverance badge is also really good if you don't want to use the RBS, but you'll most likely need to find BYSSEPS and also the increased damage will make it harder to keep bloodcows alive.

From the Thief Den, definitely take patches. You'll level up around 14 times, so patches will on average give you +8.4 max hp, +8.4 gold, +14% attack, +2.8 max mana, and +11% resistances over the course of the run, and the only real negative effect is that he will probably reveal about 10 squares over the course of the run.

From the mage tower, go with the attack boosters. +20% attack is a huge bonus and nothing else here comes close in such a long dungeon.

From the witch, burn salve and fortitude tonics will definitely be useful because of the Golden Statue. Other than that, it doesn't matter too much (a lot of classes like whupazz for Horatio but as a vamp horatio's first phase should be actively healing you so you don't need it, I guess you could bring it and only use it halfway through but Horatio is not the hardest part here).

From the alchemist, compression seal. Translocation seal can be good but inventory is REALLY tight here.

From the guild, I think the Dragon Shield is the best choice, +18% resists is a pretty huge effect that is always useful and improves your lifestealing ability. You could take platemail instead but platemail can be bought in stores and dragon shield can't. Ideally you will end up with both of them.

You obviously don't need anything from the Church.

Your first goal will be to reach level 2. Try to only fight level 2 and up monsters - you'll probably need to gather glyphs and such first. After that, keep levelling by fighting higher level monsters only (difficulty is 100% so you should be able to fight monsters 2 to 3 levels higher than you once you have enough resources), focusing on bloodless monsters as much as you can. Make sure you leave alive all the non-bloodless monsters above level 4 or so (ESPECIALLY meat men!), you'll be using those as bloodcows to regenerate throughout the level. Convert all glyphs except for burndayraz (and bysseps if you don't have the RBS). Use burndayraz to help you fight. Once you are level 4 or 5, you should be able to take on the monsters in the first subdungeon. Your general fighting strategy will be to lifesteal from the non-bloodless monsters you left alive (making sure not to kill them!) and use that to fight higher level monsters in the subdungeons. The monsters above will regenerate as you explore, so you can keep letting them heal and then lifestealing from them again. Raising lifesteal should be your top priority until you get it to 5 or 6, where it doesn't matter as much since it is also capped by your damage.

The main challenges will be:
  • Undead monsters and Eternal Yin: Zombies and wraiths and Eternal Yin are immune to lifesteal, so they will hit you very hard compared to most monsters. Make sure your bloodcows are healed before fighting them, and use burndayraz so you don't have to take so many hits.
  • The bloodless floor: Try to save blackspace on other floors so you have enough resources to defeat this floor. Remember that lifesteal can overheal you by 50% of your max HP, so you can even fight warlocks and such by overhealing.
  • The cursed floor and the Dragon Elite: Curse is devastating to you, so save popcorn for the curse floor and the dragon elite. You'll need 3 for the cursed floor and probably 5ish for the elite (remember to kill popcorn between your attacks so you don't have to take her full damage). If you have another 3, you can also use the ritual scroll to get +5% resists!
  • The golden statue and the Illusion: This is why you bring a burn salve + fortitude tonic. Neither monster is too hard, and you can actually use the golden statue to heal yourself since it only does 1 damage, making any subdungeon it is in a breeze (unless it's also the bloodless one...). You'll want to clear corrosion immediately after the golden statue but you might actually want to hold off on weakening. Definitely wait until at least you have killed both of them, and if it helps you keep a bloodcow alive you might want to wait a bit longer (but usually I clear it after killing both of them)

If you can get to Horatio, you can probably kill him, as long as you have the right stuff. With the RBS and the dragon shield +8% additional resists from patches/ritual scroll, and platemail, Horatio berserking will deal 58 damage to you, so you'll only need to be able to lifesteal that much from him. With the RBS and all 5 boosters, you'll be dealing 63 damage to him, so as long as you have at least 6 lifesteal you should be able to outheal him with no problem. If you are very close, you can probably still win by using the bloodpools and bloodcows (you can even use blackspace to let your bloodcows regenerate) that you still have untapped.

Quests

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

Unpaid Leave: Win and earn Disposable. (Unlocks the Human Guard with the Spoon of Heroes as a playable class.)
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You play as a Guard with the same Spoon of Heroes from the Gaan-telet disposable, but also with a Sealed Journal. Every subdungeon, this sealed Journal inflicts some penalty on you.

In the first subdungeon, you can choose either levelling up only restores 50% stats or you are exhausted when below 50% hp.

In the second subdungeon, you can choose either while an enemy is damaged all other enemies get No XP, or -1 piety when losing piety.

In the third subdungeon, you either gain a stack of weakening from lower level kills or to gain two stacks of curse when levelling up.

In the fourth subdungeon, you either have using sanguine give you a temporary -100% damage modifier or to reveal the area around the entrance without regen every time you enter another subdungeon.

In the fifth subdungeon, you either give all monsters 50% deathgaze or 5% protective blessing.

In the sixth subdungeon, you either lose all piety upon conversion or deal -50% damage to undamaged monsters.

In the seventh subdungeon, you either lose 2 regen per tile when no enemies are visible or lose all regen when enemies are visible.

In the eighth subdungeon, you either lose 1 mana whenever you attack without killing or lose 15% resists when above 66% health.

In the final subdungeon, you can choose to either suffer every subdungeon penalty (monsters get no XP, monsters get bloodless, you get 3 curse and 1 each of weakening+corrosion and poison+mana burn, you reveal the whole subdungeon, enemies gain first strike, enemies retaliate fireball) or all enemies in all subdungeons (Horatio too!) get 3 DP.
Vicious Dungeons - Vicious Gaan-Telet (part 2)
There is no punishment when you enter Horatio's layer, but when he starts berserkering he also gets 5 corrupting aura, and he gets weakening+corrosive at 25% hp, and crazed regeneration at 10% hp.

This is, in my opinion, the hardest quest in the game - but I also am not very good at VGT, so you might find it easier. Personally, after MANY failed attempts, I decided to just scum for the diamond skin trait - this helps a lot but it's still hard.

The strategy here isn't very different from standard VGT, but it requires much tighter play. You'll need to think about what penalties to take and when. On my winning run, I took 50% refill on level up, -1 piety when losing piety, 2 curse on level up, -100% damage on sanguine, monsters gain 50% deathgaze, lose all piety on conversion, -2 health regen if no monsters visible, -1 mana on nonlethal attacks, and all subdungeon monsters gain 3 DP.

Warning: the -1 piety penalty can be dangerous. It also applies when you buy boons, so if you buy a boon that costs 25 piety while you have 25 piety, you will instead lose 26 piety and get punished. Note that if you also take the lose all piety on conversion penalty, converting will result in you instantly getting punished by your new god!

Like always, you want to stack resists using the pactmaker's body pact and find a way to erode Horatio's resists - I used a Cursed Cutlass, but if you don't find that, you could use BYSSEPS or Binlor's Stone Form.
Vicious Dungeons - Vicious Gaan-Telet (part 3)
Curious - A Final Challenge:
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In this run, the courtyard contains all 9 altars. If you prep conjunction, there will be another copy of 1 altar - but this usually doesn't have any benefits besides some more piety sparkles.

Instead of the usual subdungeon monsters and minibosses, each subdungeon contains 5 copies of a single type of EE monsters. The monsters (which are all guaranteed to appear at some point) are Naga Fireweavers, Flint Golems, Naga Frostblades, Freezing Wraiths, Siabrae, Undying Sculptors, Ratling Priests, Beholders, and Forgotten Souls.

The usual items and penalties still appear (however, you will get 1 less wall cruncher and sensation stone since the minibosses that drop them don't spawn).

The Horatio fight is a bit tougher. He now has 3 intermission phases, which temporarily replace them until they are defeated, after which he will reappear with the same health and status effects he had before. The first phase, at 75% hp, is Zayyeh (93 attack, 1336 health, cooperative).
At 50% hp, the next phase is Spleen (75 attack, 15 health, fragile, physical immune, magical immune, corrosive, corrosion: 1). The final intermission phase, at 25% hp, is the Avatar (123 attack, 1234 health, perfectionist, crazed regen). The 3 unique traits here are mostly just for flavour - the only one that does anything is fragile, which just allows the corrosion damage on Spleen to bypass his immunities.


If you manage to win, you are rewarded with a golden spoon, a small trophy item which grants +1 everything to level 1 characters. Specifically, it grants +1 base damage, +1 max health, +1 max mana, +1% bonus damage, +1% resists, +1 damage reduction, +1% dodge, +1 indulgence, +1 learning, +1 lifesteal, +1% erode, +1 resistant, +1 stone skin, +1 poisonous, +1 corrosive, and +1% knockback. All of these traits are lost when you reach level 2, but you can convert the spoon for 100 CP. This is more of a bragging rights item than a useful one, but it might be genuinely useful in abandoned nest!

This run isn't as bad as it seems! Well, it probably is if you don't cheese it with Heretic.

Because all 9 altars are available immediately, heretic is VERY strong in this dungeon - even better than in regular VGT. If you have done Heretic Gold, it is very reminiscent of that (and if you haven't, I recommend trying that first - it is somewhat easier and will help you refine your strat for VGT-C). Using a human heretic, you can get tons of boons from every god, guaranteed PISORF+ENDISWAL+IMAWAL+GETINDARE+WEYTWUT, and like +150% bonus damage.

I prepped Dragon Shield, More Attack Boosters, Perseverance Badge, Compression Seal, Black Market, Membership Badge, the Earthmother, and Health+Whupazz+Burn+Fortitude potions. You might not want to prep the Earthmother - I just got tired of scumming for her to spawn near me and prepping her does make it a bit easier to find plants to petrify, but it also makes plants more likely to block off important things.

I worshipped EM immediately and used entanglement (although I'm not sure I can recommend entanglement here since it makes frostbite harder to clear, so it's up to you if you want to use it or not), then started using IMAWAL to petrify plants and undead enemies for tons of piety, which I used on lots of stacks of vineform, followed by killing lots of plants for CP. I also grabbed body pact as soon as I found the pactmaker. Then, I used the health and damage that gave me to kill a much higher level enemy and level up, and I worshipped Binlor and used most of the remaining blackspace in the main level to get stone soup (not necessary if you have another way to erode the resists of Horatio, like BYSSEPS or cursed cutlass), stone form, and stone fist, and then tons of CP by alternating PISORF and IMAWAL on empty spaces.

After this, you can level as normal, and you should be able to quickly start tackling the first subdungeon with your massive stats. You can worship Taurog at some point while levelling - you probably want skullpicker, as +5 base damage is pretty strong.

Around level 8 or so, you can worship Mystera and get some mana boosts - this is pretty low impact compared to the other gods for this run so it doesn't matter too much when you do this.

At some point, probably around level 9, you can join GG for humility - you probably won't have the inventory space for anything else.

When you reach level 10, you can worship JJ and get at least 1 health boost and mana boost - probably you can get 2 health boosts. I recommend waiting to join JJ until you are close to levelling up though, as otherwise you risk getting minor punishments.

Whenever you need to clear lots of curse, you can join Tikki Tooki and kill lots of popcorn - you can spend the piety on dodging or poison, or you can use it to feed body pact. You can also join him earlier if you really want GETINDARE, but on my winning run I bought platemail so I just joined him late for body pact.

Finally, you should worship Dracul and get either 1 stack of lifesteal or blood shield (probably blood shield unless you have like no resists) and then as much sanguine as possible.

Most of the subdungeons aren't too bad, but you'll have to think about your strategy for them.

The ratling priests are pretty easy - just save a fortitude tonic for them and try to buy all the boons you want from whatever god you are using before fighting them.

The siabrae aren't too bad, but they will quickly flood their subdungeon with plants - try to position them close to the entrance with WEYTWUT or PISORF, and hope you get them in one of the smaller subdungeons (or ideally the subdungeon that is fully explored) as you won't really be able to use that subdungeon for blackspace. You can use a burn salve to clear corrosion and mana burn from their plants, but then you will want to buy a second one for later, so try to avoid that if possible.

The flint golems are quite tough - you will need either PISORF or BURNDAYRAZ to finish them off, as otherwise they will do a ton of damage to you. The fireweavers are similar, but you can also use GETINDARE to finish them off and they are generally not quite as deadly.

The undying sculptors are super easy, but since they all have chaotic they can be kind of difficult to fight at first. It is still worth trying to fight them while exploring their subdungeon since you have no other targets, but try not to trigger too many spawns or the arbiters might overwhelm you!

The beholders aren't very bad at all, although you will want a way to deal with mana burn after fighting all of them - I usually just use a mana potion. You also probably don't want to knock them into eachother because of riposte.

The naga frostblades are annoying and probably the worst monster - they don't have much damage but they give you tons of frostbite. You can prepare for this by either not using entanglement or by pisorfing first strike enemies to unslow them during your binlor phase. You can use knockback damage, PISORF, or BURNDAYRAZ (followed by hitting popcorn) to help you finish them off and avoid frostbite.

The forgotten souls are pretty easy, but they snare you, which will make the next subdungeon harder. You can clear some snare stacks by killing off leftover plants, but they aren't too bad because you have insane damage, so it is ok if you are left with some snare stacks.

The freezing wraiths are quite rough - they pose similar problems to the frostblades, but they are generally a bit weaker.

The horatio fight isn't as scary as it seems. You can use BYSSEPS or ENDISWAL with stone form or a cursed cutlass to clear his resists, and if you find HALPMEH that is a great glyph for the fight!






Vicious Dungeons - Vicious Gaan-Telet (part 4)
Zayyeh is a fairly easy vanilla boss, which can be fought with all the standard H tactics.
Spleen is potentially deadly, but if you save your long rant for him and use it at the start of the Spleen fight, you can finish him off in only 4 hits and then use a burn salve to clear the corrosion. The Avatar is a bit tougher than Zayyeh and can't be regen fought, so make sure to prioritize regen fighting for the beginning of the fight and save bloodpools and potions for the Avatar. Remember that you can always regen using blackspace at the start of each intermission phase without any consequences!


Egotistical: Win and earn Egotistical.
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This has all the same changes as hard Gaan-telet, but Horatio is different. Here, Horatio has his health raised to 9999.

This is quite tough - you basically have to kill Horatio twice over. I recommend using a Human Heretic, and prep the usual preps (Dragon Shield, Attack Boosters, Compression Seal, Black Market, salve and tonic, etc) but make sure to bring a Whupazz potion for H and prep Earthmother (or Binlor if you prefer, but then you need to hope you find IMAWAL). You can use her to rapidly farm CP and take a few stacks of vineform as well as one of entanglement. Use all your mana regen to petrify plants, then whack other plants for 45 CP at a time - if you start running out of plants to petrify, take entanglement for 10 more. You can use a lot of blackspace on this - losing the blackspace does hurt but it's worth it because you can convert roughly 35 tiles to +10% damage this way and get massive damage. Then once you start running out of blackspace you can kill a high level target and start climbing the tower.

Here's how you should use each god as you climb. For GG, worship whenever and just take Humility (and Enlightenment if you somehow have massive piety with him). For TT, worship whenever and take dodging if you can and get the free Getindare and some CP from the piety he gives you.

For JJ, worship at level 10 and grab either health boost and chaos form or both boosts and chaos form if you think you can afford it (or just 2 boosts if you can't afford chaos form at all). For Binlor, take Stone Form and Stone Fist (and maybe ENDISWAL if you will rely on stone form to strip H's resists) and if you have spare mana and are still holding IMAWAL you can farm some CP. For Mystera, if you have a spare level feel free to grab some mana boosts but you can also skip her entirely - same for Taurog but all you want from him is CP from spell casting.

For Pactmaker, it depends - if you find him early you can take Consensus and Body Pact for some resists - otherwise, probably just save him to use Consensus to get some extra piety with Dracul. For Dracul, if you don't think you'll hit 65% resists take 1 lifesteal and bloodshield (if it helps you), then as many stacks of sanguine as you possibly can - worshipping fairly late and after finding pactmaker will help.

The only prep I would say you might want to think carefully about here is the store prep - you can either bring Quest Items (for great items like Heart of the City, Cursed Cutlass, Snakeskin boots, etc.) or Membership (money gets tight here and some extra CP is nice too). I went with Membership.
Vicious Dungeons - Flooded Foundry [EE] (part 1)
Difficulty
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Enemies
Flint Devil:
Attack: 110%
Health: 100%
First Strike
Unstable

Arcane Golem:
Attack: 100%
Health: 100%
Magical Attack
Berserks at 50%
Blinks

Risen Sculptor:
Attack: 80%
Health: 80%
Spawns (Golem Arbiters of the same level)
Chaotic
Undead

Golem Arbiter:
Attack: 50%
Health: 100%
No XP
Bloodless
25% riposte
Special: teleports next to you after every kill

Stone Jelly:
Attack: 100%
Health: 90%
60% deathgaze
30% resists

Piloted Golem:
Attack: 70%
Health: 100%
100% knockback
50% magic resist
Revives (as same level Ancient Ooze)

Ancient Ooze:
Attack: 100%
Health: 70%
Cowardly
50% physical resist
Bloodless

Bosses
Prototype 1:
Attack: 52
Health: 222
Unstable
Blinks
Magical Attack
No XP
Revives
Special: When killed, spawns 2 copies with 111 hp, then those spawn two copies with 55 hp, and then those spawn two copies with 27 hp - so you have to fight 15 copies total - but note that none of these copies are Bloodless!

Prototype 3:
Attack: 52
Health: 555
60% resists

Jealous Apprentice:
Attack: 60
Health: 596
50% physical resist
Magical attack
Chaotic
Special: When damaged, spawns a random level 10 enemy - either a Golem, Arcane Golem, Steel Golem, Stone Jelly, or Goo Blob.
Trophy: Golemancy Scroll (small item, on each kill gain a layer of stone skin and steel skin and might, giving you a temporary +20% resists, +30% bonus damage, and 3% erode)


Gimmicks
The dungeon is split into several islands with walls and rivers between them. The first island has some corestones - small items that can be used to create a bridge over the rivers. Sometimes, killed enemies will also drop these.

After killing both prototypes, a pathway to the Jealous Apprentice's subdungeon will form. This subdungeon has a ring of tiles around a pool of lava, and the stairs sink into the lava unless you use a core stone to protect them (so make sure to bring one with you). The apprentice is on the corner of the ring, so there are only two paths to him without using a corestone - so bringing more can help you get around the golems he spawns.

Recommended Classes + Races
You have to use Thief for a quest - Orc or Human Thief is a good choice. I've never played this dungeon outside that quest, so I'm not sure what else works.

Strategy
This is a tough dungeon but also a really fun one in my opinion, and there is a lot of flexibility in how you approach it. There are a lot of different enemies here and they are all fairly hard but not too bad for a Vicious dungeon - debuffs are thankfully mostly absent, except a bit of Curse and Frostbite.

Dracul is an extremely strong god here - there are no undead enemies, very few bloodless enemies (only Ancient Oozes and Golem Arbiters), all bosses have blood and low damage, Prototype 1 spawns FIFTEEN bloodpools, and many of the enemies spawned by the Apprentice are not bloodless.

Glowing Guardian is also quite good for Jealous Apprentice, due to it's high physical resistance and mechanics that reward keeping attacks to a minimum. Cleansing can let you kill it in relatively few attacks.

Quests
Errand Boy, part 2: Win as a Thief and earn Feeling Parched (no drinking health or mana potions). (Rewards 6666 gold and unlocks errand boy 3)
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I recommend a Human or Orc Thief with Conjunction (or maybe Dracul), Compression Seal, Attack Boosters, Black Market, Quest Items, Reflex+Quicksilver+Whupazz+Schadenfreude potions, Cursed Cutlass (or another locker item, there is some flexibility here).

If you just unlocked the Cursed Cutlass, this is a great place to try it out - as a human thief, you have no natural resistances and some bonus damage. Additionally, 2 of the 3 bosses here have high resistances that the Cutlass will help you break through. However, it is not necessary at all and there are a lot of other options (I ended up prepping a crystal ball but I bought a Cursed Cutlass from a shop on my winning run).

I recommend using a god that offers a lot of piety during the levelling phase - I went with Mystera annur and grabbed a few cheap and effective boons from her (mana boost and mystic balance) and then converted to Dracul when it was time to fight the bosses, at which point I had around 80 piety. Once you convert to Dracul, you can convert your health potions for an extra 20 piety. Alternatively, I had some success with using GG during the levelling phase but I think all of his boons are a little underwhelming here (absolution isn't very good to use when you want to save your popcorn for Dracul, humility is good but tends to result in you using up a lot of blackspace since you regen slower).

During the early levelling phase, your best targets for high level kills (usually just 1 level higher, this is a Vicious dungeon after all) are Flint Golems (if you can use BURNDAYRAZ to finish the off! Regen fighting a bit helps a lot), Stone Jellies, and if you are out of other targets Piloted Golems. Later on, Arcane Golems and Risen Sculptors become good targets (especially Risen Sculptors, you can probably kill one that is 2 levels higher than you).

The gimmick in this dungeon is that the map is split into 9ish seperate islands, which are divided by water. The only ways to get between islands are to break walls that divide them in a few places or to use the stones that occosionally drop from enemies to creat walkable paths on the rivers. I personally always carry at least one stone in case I get trapped by Arbiters or Prototype 1, but you don't want to carry too many because they cannot be converted!

You should usually target Prototype 1 first, ideally starting around level 6 with a catapult to level 7. Convert to Dracul first. You can get a LOT of Dracul piety during this fight. I immediately grabbed 2 stacks of lifesteal using my piety from converting to Dracul and junking my health potions. This turns all of your popcorn into a huge health resource against the boss, as well as reducing the damage you take from the boss.
Vicious Dungeons - Flooded Foundry [EE] (part 2)
I used the catapult to kill the first Prototype 1 and then killed some level 8 enemies until I could set up another catapult off popcorn. I used the catapult to kill the 111 HP prototypes and used blood curse to improve my lifesteal and BURNDAYRAZ damage as well as to get enough piety for 2 stacks of sanguine, which I quickly upgraded to 3 stacks after drinking a few bloodpools. I used these bloodpools and my remaining popcorn to finish off the remaining Prototype 1s while also fighting Prototype 3. Using BURNDAYRAZ to finish off the prototypes is a good idea, otherwise they do huge damage to you when they die. I used almost exclusively physical attacks on Prototype 3.

After killing both prototypes, you can access the lair of the Jealous Apprentice. Make sure to bring a stone in or you won't be able to get back out! If you've made it this far, the Jealous Apprentice is not too bad. He'll spawn a golem every time you hit him, but most of these golems are both bloodless and XP valuable so you can level up off them and drink their bloodpools, letting you kill them with almost no resource consumption. I used mostly physical attacks on the Apprentice and saved my mana for helping to fight the golems he spawned. He has quite low damage so you can freely use any blackspace you have remaining to regen fight him, but your bloodpools and blood swells should have no problem taking him down without blackspace.

Disposable - I Am Become Stone: Win and earn Disposable.
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In this run, you start with a Golemancy manual. This manual gives you +6% resists and +10% attack on each kill, but you also lose 1 max HP per level, 1 max mana, and 1/3 base damage per level per kill. When you level up, your HP, bonus damage, base damage, and max mana reset to your level based stats plus any boosters you have and any conversion bonuses - so you lose bonuses from items and gods! You also lose the resists from the scroll on level up, but not resists from gods.

This is REALLY tough. 6% resists and 10% attack sounds nice, but the rapidly dropping stats will quickly make you very weak - it only takes a couple kills before your health drops dangerously low and you won't even be able to afford fireballs anymore. On top of that, your stats resetting on level-up makes a lot of gods much worse - JJ can't help you here!

When you descend to the apprentice's lair, you lose the ability to level up (XP cap set to 999).

This is REALLY tough - the only way I could find to have any shot was to scum for both Dracul and GG. Dracul is EXTREMELY important here (and ideally you want to find him very early too) - taking Blood Curse is one of the few ways to actually benefit from the stats resetting effect - take it at level 1 right before leveling up will essentially let you skip to level 3, AND you will permanently level up faster since each threshold will be 5 lower. Lifesteal is quite good, but be careful about it, since you will want to convert to GG later and he hates it. Bloodshield is the other main draw, since 15% resists makes your scroll much less punishing.

You can use bloodpools to spike the main floor bosses, and if you manage that and save enough stones for the basement, you can convert to GG and use cleansing to hit the apprentice as hard as possible. Killing golems downstairs is really taxing because of the permanent debuffs it gives you, so you really need as many stones as you can bring.

Curious - Stoneless: Win and earn Curious.
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The island you start on has more corestones - around 10. Enemies don't drop any corestones, and the Jealous Apprentice's spawns have no XP and he spawns 2 each time you attack him.

The key to this run is finding a way to break walls - ENDISWAL is great here. You want to conserve as many stones as possible for the jealous apprentice fight. Once you find ENDISWAL, the rest of the dungeon is the same. I went with an Orc Rogue of Jehora Jeheyu with Dwarven Gauntlets to minimize the number of times I would have to hit the apprentice (and because first strike helps with the spawns if you get cut off). Remember to bring at least 1 corestone down into the lair of the apprentice, and the more you can bring the better! You want to use them to surround the apprentice and make as many alternate routes as possible - that will keep you from getting cut off for longer.

Egotistical: Win and earn Egotistical.
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In this run, flint devils gain 25% essence drain, the arcane golems have their health raised to 125%, the risen sculptors have their stats raised to 90%, golem arbiters gain 50% deathgaze, and stone jellies have their deathgaze raised to 90% and their resists raised to 60%, and piloted golems/ancient oozes have improved stats.

As for the bosses, both Prototypes become Bloodless, heavily weakening the usually powerful Dracul approach here. The Sculptor gains Blinks, making him even harder to pin down, and his golems gain their usual buffs.

I used an Orc Paladin here with Severed Tail and prepped conjunction, but you could also prep GG - you really want to find him (and ideally also the Pactmaker). GG with Severed Tail gives an endless supply of piety which you can use to fuel scholar pact, which works well with absolution to give you tons of health. You can also take humility - the spawned golems and two bosses here will help you reach level 10 even with humility. You can use cleansing on the Apprentice.
Vicious Dungeons - Lekon's Table [EE] (part 1)
Difficulty
★★★★★★★★★★
★★ (Vicious - 150%)

Enemies
Goats are the only common enemy here.

Flint Devil:
Attack: 110%
Health: 100%
Magical Attack
First Strike
Unstable

Soul Sucker:
Attack: 110%
Health: 90%
Retaliate: Fireball
Magical attack
Undead
25% essence drain

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

Possessed Goat:
Attack: 90%
Health: 100%
Curse bearer
Revives (as a same level goat)

Lost Brethren:
Attack: 100%
Health: 80%
Bewitch: 1 per level

Profaned Flesh:
Attack: 60%
Health 175%
Corrupting Aura: 1 per every 3 levels

Lekon's Chosen: (Every enemy revives as this when killed)
Attack: 75%
Health: 100%
Special: Inherits Magical Attack, Undead and Bloodless from its progenitor.

Bosses

The Sacrifice:
Attack: 112
Health: 476
Death Protection - 3 layers
Magical Attack
First Strike
33% physical resist.

Vessel of Lekon:
Attack: 75
Health: 1428
Revives into Vessel of Lekon (2)
Special: Once he gets to half health, converts all enemies into Lekon's Chosen and spawns 15 additional level 10 ones. After that, every time you hit the boss with an attack or spell, it will teleport to a chosen and eat it, gaining 3 damage and 3% resists, prioritizing lower level chosen if possible.


Vessel of Lekon (2):
Attack: 75
Health: 1/1428
Special: Keeps any resists/damage that his first form had. On spawn, eats all remaining chosen and heals 5% HP per chosen consumed. Also gains 5 corrosion per chosen.


Gimmicks
There is a smashed Lekon altar at the start, which gives you Lekon's Devout (+2 piety per goat kill) when stepped on.

ALL enemies Revive as a same level Lekon's Chosen when killed, without granting any XP. Cursed goats will revive as a goat and THEN revive as a Lekon's goat. You gain Lekon's Devout by standing on the Broken Altar at the start, so you get piety for killing goats.

When you kill the Sacrifice, all enemies stop reviving as chosen, and the Sacrifice is transformed into the Vessel of Lekon./spoiler]

Recommended Classes + Races

Orc Crusader, Orc/Dwarf Rogue, Orc Monk (w/ Binlor), Gnome Sorcerer

Strategy

The main problem in this dungeon is that if you want to get XP, you have to kill the chosen spawned by a monster after they die. This makes it MUCH harder to fight higher level enemies. Balanced dagger can help a lot here, as it isn't nearly as taxing to fight same level enemies.

The sacrifice should be taken on as early as possible - usually you probably want to start with a level up catapult around level 3-5 if possible. Feel free to use all your mana resources on him, they won't be as helpful later. Then, you want to continue levelling and get ready to start fighting the Vessel. You can either try to level aggressively before starting the fight, or get the Vessel to 50% HP ASAP so that he spawns L10 chosen for easy levelling. The more chosen you can kill during the fight, the less buffs the boss will get.

Dracul is amazing here due to the number of low attack, non-bloodless monsters. Binlor is also a HUGE help early on, since he serves three strong purposes as well as his usual knockback damage benefits - he helps you clear out walls (this dungeon has a lot of them), he builds your magic resist (it's totally possible to get like 40%+ just from Binlor here) for the sacrifice, and he can erode the Sacrifice's resistances, making it much easier to kill him.

Quests

Errand Boy, part 3: Win with a Gorgon. (Rewards 9999 gold and unlocks a new Bazaar upgrade, which for 4500 gold will give you the membership badge and the return wand preps)
★★★★★★★★★★
★★★★
This is quite tough! I recommend prepping Balanced Dagger, Binlor or Conjunction, Quest Items, Black Market, More attack boosters, Reflex+Whupazz+Health+Schadenfreude potions, and Perseverance badge.

Dracul is insanely useful here, strong enough that even though you'll have to break lots of statues to use him you still want to find his altar. As usual, Binlor is great too - ideally you will roll both. This is a fairly typical run, but made a lot more difficult by Gorgon's weaknesses. Fortunately, Gorgon is actually fairly strong here after killing the sacrifice - deathgaze does irresistable damage that makes the Vessel a lot easier, and the Vessel does physical damage so your natural resistance helps.

Disposable - Black Sheep:
★★★★★★★★★★
★★
In this run, you are equipped with a Usurper's Horn (each level you can use this to convert an enemy into a Chosen goat. This gives you a PERMANENT stat boost based on the level of the goat, roughly +1 base damage per 3 levels, +4 hp per 3 levels, +1 max mana per 5 levels. You can also use this at any time to consume one of your faithful (which all enemies revive as instead of Lekon's chosen) for 10% refill per level. You are also equipped with a lord soul which blocks ALL regeneration and stat gains per level, but fully heals you and refills your mana when you would die once per level.

This run starts VERY tough, as you have NO regeneration at all. Since you will never have any regeneration, you should usually explore as much as possible so you can see what your options are - although be aware that you might get some mana drained when exploring. You should find something high level to convert (ideally a level 9), and then use your higher stats and refill to level up. Keep doing this (converting the highest level enemies available each level) until you are ready to fight the Sacrifice - that was at level 7 for me. I never used the horn to refill, but you can do that if necessary - you would probably rather have the XP though. Good gods to worship here are Tikki Tooki (you'll have to kill lots of low level stuff and Learning will help a lot), Dracul (lots of blood), Binlor (for the usual reasons), and Earthmother (good to convert to after TT/Binlor - can't really get piety but can slow enemies and refill mana).

After killing the sacrifice, things start to get easier - you can start converting level 10 chosen and level up off of the others, then keep doing that until you can't. This should give you pretty excellent stats, and as long as you have a reasonable amount of resources left fighting the boss shouldn't be too hard with your high stats. When Lekon drains all the goats, he steals your lord soul as well, so use that before that point!
Vicious Dungeons - Lekon's Table [EE] (part 2)

Curious - Sins of the Father:
★★★★★★★★★★
★★
Lekon's chosen are replaced with seven different variations, themed after the seven deadly sins. These have the same stats but unique abilities.
  • Lekon's Pride: Curse bearer, Corrupting Aura: 1 per level
  • Lekon's Wrath: Berserks at 99%, 500% knockback, death protection (1 layer per level)
  • Lekon's Lust: 100% deathgaze, Spawns (another same level chosen with no xp and bloodless)
  • Lekon's Sloth: Weakening Blow, 100% riposte but has 0 attack
  • Lekon's Gluttony: Fast regen, poisonous
  • Lekon's Envy: Corrosive, mana burn, retaliate: fireball
  • Lekon's Greed: 99% lifesteal, 100% essence drain
I used an Orc Crusader for this (with Dragon Shield, although Cursed Cutlass is also pretty good here). This build makes short work of Pride, Lust, Gluttony, and Envy. I prepped a burn salve+fortitude tonic to help with debuffs - this helps with Sloth, although they are still annoying. The problematic chosen now are Wrath (not a problem early on, but high level Wrath are not worth killing) and Greed (always a problem, very annoying after you kill the sacrifice - make sure to clear out any existing Greed before you kill the sacrifice so they don't get reshrouded).

Orc Crusader also does well against the final boss, because you can get pretty huge damage from momentum so you won't need to hit him much. Find Dracul and you've probably got a won run!

Egotistical: Win and earn Egotistical.
★★★★★★★★★★

Flint devil's get 25% essence drain, soul suckers get 25% phys resist, thrall's get death protection, possessed goats get corrupting aura 1 per level, profaned flesh get corrupting aura 1 per level, lekon's chosen gain death protection.

The Sacrifice gains 20 corrupting aura.

The Vessel of Lekon has 1963 health, but only 45 attack.

This isn't too bad - it makes a dungeon with a tough early game even tougher, but the late game doesn't really get much harder - once you beat the sacrifice things are pretty normal. I used a Paladin with Severed Tail here and worshipped JJ - Severed Tail makes the late game very easy here since you get tons of refills when clearing out the goats, and JJ is great for making the early game bearable (as well as having good synergy with Severed Tail).
Vicious Dungeons - Phantom Citadel [EE] (part 1)
Difficulty
★★★★★★★★★★
★ (Vicious - 150%)

Enemies

Naga Swampsoul:
Attack: 90%
Health: 90%
Magical attack
Undead
Bloodless
Weakening
Corrosive

Naga Fireweaver:
Attack: 100%
Health: 90%
Magical attack
Unstable
Retaliate: Fireball
25% physical resist

Naga Frostblade:
Attack: 90%
Health: 100%
Frostbite: 1 per level
25% magic resist
Death protection - 1 layer per 2 levels

Sun Priestess:
Attack: 110%
Health: 110%
Fast Regen
25% protective blessing
25% deathgaze

Naga Shadowsire:
Attack: 100%
Health: 100%
Curse Bearer
25% Essence drain
Ensnare: 1
Undead
First strike

Bosses
Elisssa Ahau:
Attack: 112
Health: 856
Magical Attack
Magic Resist 50%
Weakening Blow
Death Protection - 10 layers
Special: When you bring her to half her max HP, she runs away into a subdungeon and changes to her second form.


Elissa Ahau (2):
Attack: 115
Health: 428
25% physical resist
25% protective blessing
Weakening blow
Death protection - 10 layers
Trophy: Shadow Heart (+1 all regeneration, cannot worship)
Special: She is immune to magic until you kill the other naga in the room. When you remove 5 layers of DP, she runs upstairs and turns into her third form and leaves behind her trophy. When you go upstairs, all dungeon features (stairs, enemies, altars, bloodpools, shops, items, etc) are removed and the dungeon is now a frozen wasteland.

Elissa Ahau (3):
Attack: 84
Health: 954
Berserks at 25%
Death Protection (10)


Gimmicks
The dungeon is divided in two - an exterior courtyard an an interior citadel, surrounded by a moat.

After you deal 444 damage to Elisssa, she retreats into a subdungeon. This subdungeon contains a 5x5 ring of tiles, with a level 10 naga at each corner, at 100% difficulty scaling. In the bottom left is a frostblade, in the bottom right a fireweaver, in the top right a swampsoul, and in the top left a shadowsire.
Elisssa is in the center surrounded by water - and since she has protective blessing all the nagas have boosted resistances. There is also a guaranteed LEMMISI glyph at the top of the ring and a good amount of blackspace in the dungeon that can only be explored with LEMMISI. After killing all level 10 nagas, a path forms to Elisssa.

Once you remove 5 layers of DP, she runs upstairs and turns into her third form and leaves behind her trophy. When you go upstairs, all dungeon features (stairs, enemies, altars, bloodpools, shops, items, etc) are removed and the dungeon is now a frozen wasteland, so all you will have left is any remaining main floor blackspace. You won't be able to reenter the subdungeon once you leave.


Recommended Classes+Races
Sorceror? You'll need to use Half-Dragon for a quest.

Strategy

This dungeon is immediately quite hostile - it has a pretty terrible monster pool with a very high stat modifier, and thanks to the layout you'll have to make it through a central chokepoint to access half the dungeon. The boss is also quite intimidating, but without spoiling too much you do get a lot of extra resources to work with if you can handle the rough leveling phase.

For preps, I consider Whupazz to be basically essential here, and Quicksilver+Reflexes are very useful as well - and probably a schadenfreude for later. Elissa has a ton of health and high attack, so you want to use those potions (except schadenfreude) to take off as much as possible. Since the fight ends at half hp, a can of whupazz is actually taking off half of her health!

You'll want to conserve as much blackspace on the main floor as possible, so you should fight Elisssa as soon as you have enough HP to take a hit from her, maybe earlier if you think that won't be doable!

The second phase is tough but not too crazy - the subdungeon has a low difficulty modifier thankfully. The hardest enemy here is the Frostblade, so you should save it for later in and use a level up catapult on it and popcorn to pop the death protections. You can start with the easier ones, which are probably the swampsoul and the fireweaver. For the shadowsire, try to drain as much mana as you before you uncover it! If you need more blackspace, you can use LEMMISI and you can also use the blackspace in any subdungeons, but try not to use any of the blackspace on the main floor. You should have some mana resources left over for the second boss, which will be quite effective if you are out of non main floor blackspace.

After that, take the shadow heart. At this point it is all down to how much blackspace and potions you saved. Start off with physical resources before Elissa berserks, then use mana resources, and then finish again with physical resources once her attack drops a lot. You should be getting a fireball every 3 tiles with your shadow heart!


Quests

Fee-Fi-Fo-Fum, part 2: Win with a Half-Dragon and earn Cheeky (first kill is a higher level). (Rewards 6666 gold and unlocks FFFF part 3)
★★★★★★★★★★
★★★
Half-Dragon is not an ideal class here - he REALLY struggles with Elisssa in particular. In order to win this, I used the strategy used by Snakebird Priestess. You can watch her video here:

Preps are Shield, Avatar's Codex, Magnet: Fireball, Conjunction, Quest Items, Black Market, Compression Seal, Whupazz+Schadenfreude+Mana+Health potions.

Even though Avatar's Codex might seem like a weird choice for a Half-Dragon, considering the class has almost no synergy with it, it's surprisingly effective here. The codex is a strong item that lets you kill high level enemies while avoiding a bunch of stacks of debuffs, and most enemies here have pretty low health, making them ideal targets. Remember that fireballs always have first strike, so if the enemies die from the fireballs they will not retaliate! The real strength is at the end of the dungeon, when you have to regen fight the final form of Elissa Hau - since Shadow Heart buffs your magic regen a ton, Avatar's codex gives you a crazy strong regen fighting set up. This means you can get away with having a bit less blackspace, although the more you can save the better.

You'll need some luck to win here, because the tools you enter with are not enough to win. Fortunately, there are a LOT of helpful things you can find and finding 1 or 2 of them should give you enough power to win. For gods, the ideal gods to worship are the Earthmother and Jehora Jeheyu. Both work quite well but have their own upsides and downsides, and the earlier you find them the better, so just go with whichever one you find first. If you can't find either of them, you can use Mystera, but she is a bit lackluster here since Mystic Balance debuffs LEMMISI and you want that for the second and third phases, so all you will get out of her are mana buffs and restoration.

If you find JJ, you can use WEYTWUT to slow higher level enemies, giving you an opening shot they can't retaliate against, as well as piety. Grab petition ASAP, and then get health+mana ups and save up for chaos form. If you joined later, you might have to forgo one or both of the boosters to afford chaos form. These boosters can help you fight enemies that are 2 levels higher if you slow them first! Ideal targets for this are swampsouls and cursed nagas, but you can do it with anything but frostblades. You can use chaos form to level up catapult something whenever it is most convenient for you - for me, I believe I used it on the second form of Elisssa. Make sure to use it before the third phase, as the altar will disappear!



Vicious Dungeons - Phantom Citadel [EE] (part 2)
If you go with the Earthmother, an early entanglement is EXTREMELY powerful, giving you a free fireball against everything as well as bonus XP. You can use IMAWAL to petrify frostblades for bonus XP and tons of piety, since you wont be killing frostblades higher than level 1 or 2 anyways. After that, her strategy is pretty much normal, although you prefer to get stacks of vine form over greenblood since greenblood won't help against the second phase or third phase. In the boss fight against Elissa, you can (and should!) use entanglement between every fireball to avoid letting Elissa ever retaliate, which means no need for health and no stacks of weakening, and in the second phase you can use all of your remaining piety on clearance to refill your mana since it won't help you for the third phase. This god is probably stronger here than Jehora but comes with the problem of plants cluttering the map, which is actually fairly problematic on this map. Getting some indulgences can really help you avoid getting boxed in.

As for glyphs, the best ones to find are WEYTWUT and IMAWAL. WEYTWUT lets you slow enemies, giving you free hits on them, and lets you get past the bridge guards without having to use Half-dragons knockback. IMAWAL lets you get bonus XP by petrifying mid or high level frostblades, which you won't be fighting anyways. You are guaranteed to find a LEMMISI in the den, which will help with the second and third phases, so hold onto it.

There are a lot of good item options. As always, Gloves of Midas is a stellar early find. Platemail is AMAZING with this setup, since it makes it easier to clear frostbite, helps you regen fight, and your fireballs have first strike anyways. Serpentine shield is also really good for the damage reduction and ability to resist the many stacks of weakening, corrosion, frostbite, snare, etc. Fire heart is always good for a Codex build. Crystal ball can help you refill mana but there isn't a TON of money here so don't go overboard. From the apothecary, you almost certainly want a schadenfreude potion.

Start the first boss fight as soon as you can take a hit from her, and try to set up a level up catapult. If you can slow her first, definitely do so, and it is a great use of extra mana! If she is slowed, open with a fireball. Either way, next you want to use Whupazz to take off effectively half her HP since she runs away at half HP.

Once she runs off, you can follow her into her den and start to fight her gaurds. The easiest one here is probably the swampsoul, but make sure you can level up after fighting it to clear the poison and mana burn. After that, the cursed naga and unstable naga are about equally tough, and the frostblade is by far the hardest, so if you can level up catapult against it do so. Remember that if it is burning and at very low HP, you can hit another enemy to pop the burning stack and remove a layer of DP! If you need to remove frostbite you can fireball a monster or take a hit, but it might be hard to do that midfight.

After killing the guards, you can take on Elisssa again. Any resources you have leftover on the main dungeon (gods, XP, excess items, subdungeons) can be used on this phase since they will disappear during the final phase. This part is fairly standard and doesn't really require any special strats. After she runs away, you can grab the shadow heart from her and follow her upstairs.

Hopefully you saved some blackspace. This phase has high HP but low attack and you have DOUBLED mana regen, so you can whittle her down very quickly. Remember to keep her burning while you explore so she regens slower! If you have excess HP, you can physicall attack her and use the knockback to deal extra damage and potentially reveal more blackspace. Remember that this takes off two layers of DP at once! This phase is pretty simple for a codex build and as long as you left some blackspace / potions for it you shouldn't have a problem with it!
Vicious Dungeons - Phantom Citadel [EE] (part 3)
Disposable - Forces Faded: Win and earn Disposable.
★★★★★★★★★★
★★★★★★
This one is absolutely brutal. You start with a False Heart, which gives +2 to all regeneration (that's triple the mana regen!) but prevents worship, and a Severance Shard, a small item which causes same or higher level enemies to be severed from your timeline (preventing you from damaging them or using glyphs on them) whenever you damage them, and they only become unsevered once you sever another enemy.

These items force you to fight multiple enemies at once - and you can't use popcorn to unsever because it only works on same or higher level enemies. In exchange, you get moderately improved health regen and tripled mana regen.

Spoilers from here on out.

I consider APHEELSIK to be basically necessary for this (it's just SO strong here, effectively does way more damage than any other spell since you will be regen fighting anyways), and you also need either BURNDAYRAZ or PISORF (both have their advantages, on my winning run I found both). Of course, because it is phantom citadel, you ALSO need to either find PISORF or WEYTWUT in the first half. Therefore, I recommend prepping Extra Glyphs because otherwise it's going to be very rare for you to find APHEELSIK and either PISORF or WEYTWUT and BURNDAYRAZ early. You'll probably still need to scum for an early APHEELSIK.

For preps, I recommend More Glyphs, Quest Items, Black Market, Dispersion Seal (if you don't have that it comes from defeating the Endless Blizzard, which you should have unlocked if you've already beaten Phantom Citadel), a Perseverance Badge, and Whupazz+Quicksilver+Reflex+Schadenfreude.

Quest items and black market are because there are some really excellent quest items here - on all of my remotely succesful runs, I found an early Balanced Dagger, which makes levelling sooo much easier because you can fight same level enemies instead of +1 L enemies. Platemail is also a wonderful item here, especially for the 1st and 3rd bosses.

Dispersion seal is an odd choice but it is very important for the first boss, which is one of the hardest parts here. Elisssa does 115 damage and since you cannot worship and don't have any defensive abilities it is VERY tough to be able to take a hit from her - which is necessary due to her high HP and magic resist. You need to fight at level 8 or less because if you fight her at level 9, you will reach level 10 before fighting phase 2 and you won't be able to win. At level 8, with all HP boosters you will have 104 HP - not enough for Elisssa. If you can get platemail or some other defensive items, you might have enough health, but otherwise you will need to use Dispersion seal.

As you play, save 1 health booster on the ground for the fight, and then before the fight (ideally you will be level 8 but it can be done at 7) use the Dispersion seal on it. This will overheal you and give you immunity to one hit - that should let you get 2 hits in on the boss. On the first hit, you can use Whupazz and quicksilver, and then after that you can reflex. That should be enough to either finish her off or bring her very close (remember you just need to get her to half HP!), and then you can finish it with spells.

If you can beat the first phase, the second phase isn't as bad as it looks. The hardest part here is killing the frostbite guard and the shadow guard, but they come with a lot of blackspace and LEMMISI. I ended up pairing up the frostblade and the fireweaver, and then the swampsoul and the shadowsire. This boss also isn't too bad - you can keep it poisoned and use all of the blackspace in every subdungeon. Save as much as possible on the main floor. Before driving her off (remember this happend when she has 5 layers of DP left), make sure you have everything you need for the final fight.

For some reason, in the final fight, Elisssa is now permanently enraged, so she always does 117 damage.

The final fight is surprisingly tough even though you have 4x mana regen - mostly because you are unlikely to have a huge amount of blackspace left. Getting a defensive item beforehand (enough to take 117 damage from the boss, keep in mind this phase does physical damage) will really help but isn't always necessary - any items that bolster spellcasting (like the +1 damage ring) are nice too. Mostly this part is just about having enough blackspace left. Good luck!


Curious - Fading Curse: Win and earn Curious.
★★★★★★★★★★
★★★
Whenever you level up, all lower level enemies transform into Essence Wraiths (100% attack, 100% health, Undead, Bloodless, Unstable, No XP, 10% protective blessing).

Spoilers from here on out.

The Essence Wraiths stay around for the final phase and are all summoned to the side of Elisssa when she emerges. Elissa also has 1776 hp.

I recommend using a gnome sorceror with Avatar's Codex and the Earthmother. The earthmother lets you slow all enemies and Avatar's codex is VERY strong in the final phase here, as it is by far the fastest way to whittle down the boss. You can petrify the Essence Wraiths for tons of piety and to get rid of them.


Egotistical: Win and earn Egotistical.
★★★★★★★★★★

The sun priestesses gain 75% deathgaze, the swampsouls get better stats, the frostblades get death protection, the shadowsires have 3 ensnare, and the fireweavers gain 1 bewitch.

Elisssa's first form has only 57 attack, but trades First Strike for 50% riposte. Her second form now has 35% blessing. Her final form has 2220 health, but Frozen Blood (no regen, double damage from fireballs)

This isn't too bad - it mostly makes the middle phase harder. I used a Gnome Wizard with Avatar's Codex and Jehora Jeheyu for this - the codex is decently effective against most enemies here (don't even bother with the frostblades, just petrify them for XP if possible), but pretty weak for Elisssa. You may want to prep a can of Whupazz to help with her, and definitely set up a level up catapult and get as high as you reasonably can before fighting her.

After that, the middle phase is somewhat difficult, but not terrible. Every enemy is pretty easy except the Frostblade, which is VERY hard. You can burn a lot of resources on this - I fought it mostly by WEYTWUT+BURNDAYRAZ as a combo, but this is quite inefficient - if you have shadowshire popcorn you can use them to clear some frostbite. Elisssa herself won't be very hard, her stats aren't that good and you don't care much about weakening. Her third phase is also quite easy with this setup, as LEMMISEE rapidly refills mana on a wizard with shadow heart (1 fireball per cast!) and codex fireballs will rapidly burn through Elisssa's health bar. If you can, buying a troll blood potion before clearing her second phase and keeping it for her third will help!
Vicious Dungeons - Troll Laboratory [EE] (part 1)
Difficulty
★★★★★★★★★★ (Vicious - 150%)

Enemies
Arcane Servant:
Attack: 85%
Health: 90%
Magical Attack
Retaliate: Fireball
Death Protection

Bloodghast:
Attack: 65%
Health: 90%
Undead
Magical Attack
Essence Drain 50%

Failed Experiment:
Attack: 90%
Health: 90%
Death-gaze 75%

Mutated Slave:
Attack: 90%
Health: 85%
First Strike
Weakening Blow

Reanimated Troll:
Attack: 90%
Health: 90%
Berserks at 50%
Undead
Bloodless
Cowardly
Fast regen

Troll Scientist:
Attack: 100%
Health: 100%
25% deathgaze
10% essence drain
Curse bearer
Retaliate: Fireball
Fast regen

Bosses
Only Dr. Trollenstein is mandatory.

Victroll Trollenstein:
Attack: 95
Health: 1801
Cowardly
Ensnare: 1
Weakening blow
Retaliate: Fireball
100% deathgaze
Crazed regeneration (regens 999 health per tile)
100% essence drain
Trophy: Fido (gives +1 base damage and the Schadenfreude effect whenever you level up, but also sets your current HP to 1. Can be used to consume it for death protection and the strength potion effect)

Trollenstein's Monster:
Attack: 89
Health: 595
Berserks at 75%
Undead
Bloodless
Ensnare: 1
No XP
Special: When killed, removes 250 HP and Ensnare from Dr. Trollenstein

The Blood:
Attack: 112
Health: 476
Crazed regeneration
Magical attack
No XP
Special: When killed, removes 250 HP and Crazed regen from Dr. Trollenstein

The Eyes:
Attack: 112
Health: 476
100% deathgaze
First Strike
No XP
Special: When killed, removes 250 HP and deathgaze from Dr. Trollenstein

The Claws:
Attack: 112
Health: 380
Weakening
First Strike
No XP
Special: When killed, removes 250 HP and weakening from Dr. Trollenstein

The Mind:
Attack: 100
Health: 476
Retaliate: Fireball
Magical attack
Death Protection (5)
No XP
Special: When killed, removes 250 HP and retaliate: fireball from Dr. Trollenstein

The Mouth:
Attack: 78
Health: 416
50% essence drain
Undead
Magical Attack
No XP
Special: When killed, removes 250 HP and essence drain from Dr. Trollenstein

Gimmicks
No Gimmicks, besides the boss mechanic. Dr. Trollenstein is literally impossible without killing at least either Trollenstein's monster or the Blood. If you manage to kill them all, he will be left with only 1 HP and Cowardly - but usually you just want to kill a few.

Recommended Classes + Races
Vampire

Strategy
This is probably the easiest of the EE Vicious dungeons - but it's still an EE Vicious dungeon. Any run will have to make a plan of which bosses to kill. Every run will need to kill either the Blood or Trollenstein's monster or both, but beyond that it is up to you. Most melee characters find the Eyes to be the best target beyond that, as 100% deathgaze is a pretty brutal trait.

Quests

Fee-Fi-Fo-Fum, part 3: Win with a Vampire and earn Warmonger (no casting glyphs). (Rewards 9999 gold and unlocks the Troll monster class)
★★★★★★★★★★

This one is pretty tough, but I think it's a bit easier than FFFF pt. 2. Vampire is an EXCELLENT class for this dungeon - the dungeon is full of fast regen, low damage, high HP trolls which make stellar bloodcows. Having to earn Warmonger is a bit of a challenge but not too bad for Vampire - it means you can freely convert any glyph you find for a boost to your lifesteal.

I recommend prepping Dragon Shield, Elite Items, Translocation Scroll, Fewer Glyphs, Perseverance Badge, Patches, and Health+Strength+Reflex+Whupazz potions.

The hardest part here is the boss situation. Almost all of the optional bosses are Bloodless, making them pretty tough - but you'll need to kill a few of them or Trollenstein will be unassailable. You definitely need to at least kill the Blood or Trollenstein's monster - fortunately, both of these are the easiest bosses to kill for a vampire. The Blood is not bloodless, so you can use your lifesteal against it, and ensnare is not a very bad debuff for vampires since it lets your bloodcows regenerate. Personally, I killed both of these and I highly recommend doing that.

Other than that, the Mind can safely be ignored since you won't be using fireballs and fighting the Claws will do a lot more harm than good. You will probably want to kill the Eyes, as deathgaze is a fairly bad trait on Trollenstein and if you don't kill the Eyes he will have 1001 hp, which means you'll be taking a lot of stacks of Weakening, which debuffs both your damage AND your lifesteal. The Eyes will probably be the hardest boss here, as it has solid stats, deathgaze, and is Bloodless.

Key point of this strategy: when you encounter the floor gore that signifies the boss is near, drink your strength potions right before uncovering the boss. This will ensure the boss drains at most 1 mana, letting you ignore the Mouth. If you don't do this, you'll have a much harder time killing Trollenstein!

Beating these bosses is all about making use of high level bloodcows. The best bloodcows here are Desert Trolls and Forest Trolls, followed by Frozen Trolls and Rock Trolls. Troll Scientists make bad bloodcows because of curse bearer, and Reanimated Trolls are bloodless. You shouldn't be levelling off of Desert Trolls or Forest Trolls at all - save them to use as bloodcows or popcorn to clear curse and restore some HP once you heavily outlevel them. You can level off either much higher levelled Frozen Trolls and Rock Trolls, or slightly higher levelled Reanimated Trolls or Troll Scientists (only if you can clear the curse!).

The reason you prep elite items is because Amulet of Yandor is an excellent item to find here. You can use it around late level 5 or early level 6 to preserve your high level bloodcows, making it much easier to fight the bosses. Other than that, defensive items should be your priority.

Fight the Blood first, around late level 7 or early level 8. Do NOT try to regen fight it, obviously, so make sure you have enough resources on screen (without exposing even a single tile of blackspace) to beat it. After that, your next target should be Trollenstein's Monster. You can regen fight this one, but make sure you are draining your bloodcows dry before exploring so you can outpace it's regeneration. The ensnare stacks it gives you will actually help you keep your bloodcows alive and should not be a problem at all.

After that, if you can reach level 9 it really helps but isn't necessary. You should fight the Eyes next - this will be the hardest part. The Eyes does not have fast regen, so you can definitely use your bloodcows to regen fight it, but you should prioritize using things like potions as the boss has quite high damage. After killing the Eyes, explore to refill your bloodcows if possible and then it is time for Victroll Trollenstein. Trollenstein is not bloodless, so he should be doing pretty low damage to you - he is much easier than the Eyes and shouldn't be too hard to kill unless you are totally out of resources.

Vicious Dungeons - Troll Laboratory [EE] (part 2)
Disposable - The Hand that Feeds: Win and earn Disposable.
★★★★★★★★★★
You are equipped with Fluffers, Dr. Trollenstein's dog. It gives you +99 poisonous strike, +10 base damage per level, +20 health per level, and +10 max mana, but it also increases the XP needed to level up by 400%.

Whenever you kill a non-Trollenstein boss, Fluffers grows a lot weaker - it loses 6 health per level, 4 base damage per level, and 4 max mana. I haven't tried, but I'm guessing it can go negative if you kill 3 or more optional bosses.

This one is very fun and not too tough for a Vicious disposable. You have INSANE stats (your damage and health is equivalent to a base character that is triple your level, AND you get +10 max mana and enough poison to regen fight much higher level trolls), but it takes waaaaay more XP to level up, so you can probably only reach level 5, maybe 6, even if you fight much higher level enemies.

I recommend prepping Jehora Jeheyu (as well as Whupazz+Reflex+Quicksilver+Health potions, perseverance badge, more attack boosters, elite items, black market, and a compression seal). His stat boosting boons are not super useful here, but chaos form is AMAZING because it can get you an extra level - usually this can give you a max of around 50 XP, but now if you use it at level 6 you are getting an extra 150 XP out of it. If you worship early you'll get a ton of piety - a better approach with your piety here than the usual JJ approach might be to save up to 100 piety, use last chance for a refill (much more valuable than usual here due to your lack of refills and your awful regen relative to your stats) and then save up 80 again for chaos form. However, it depends on your other gods - I had Dracul available, so I used my excess JJ piety on health boosts so that I could get the most out of Dracul's health refill boons.

For glyphs, you'll be using WEYTWUT from JJ for piety and more XP in the future with your excess mana. You can convert it in the late game when you don't need it, and you can also use it as a more expensive GETINDARE if you don't have GETINDARE. BURNDAYRAZ is a bit underwhelming here because your spell damage isn't boosted - you have a ton of max mana so it can still be useful, but you will get more out of other spells - additionally it won't work well on the boss because he has retaliate: fireball. If you can get PISORF, that is a much better offensive spell here - it scales with base damage, and you have tripled base damage. Because of this, prepping Binlor is another option here - I just really like the extra late game power that chaos form gives you. GETINDARE is also immensely useful for first strike, and even for dodge stacking. HALPMEH/BYSSEPS can be useful in the boss fight but PISORF is much better - but HALPMEH/BYSSEPS are still better than BURNDAYRAZ. As always, before uncovering Trollenstien you will want to discharge as much mana as possible.

For the bosses, you want to kill as few as possible because you take a pretty massive stat hit with each one you kill. However, Dr. Trollenstien is literally impossible if you haven't killed any of them - crazed regen + ensnare means he will regenerate 999 hp with every hit, and even with 99 poisonous strike that is insurmountable unless you somehow reached level 10. In my opinion, by far the best choice for your boss kill is The Blood - it's one of the easier bosses (although you can't regen fight it) and it will remove Crazed Regeneration from Trollenstien. The only other possible choice is Trollenstien's monster, but then you will be heavily snared so you'll have to get rid of the snare stacks before you can fight Dr. Trollenstien (since he will still have crazed regen), plus you won't be able to regen fight him.

Trollenstien is pretty tough, even with your boosted stats. He has massive HP, retaliate fireball, and 100% deathgaze. You'll need some way to get health refills - Dracul is extremely valuable here, but it can be done with potions and any blackspace you have left can be used to regen fight him. BURNDAYRAZ is absolutely not worth using here, so you can convert it. The ideal spell for this fight is PISORF but HALPMEH can help you bring your health back to 100% and BYSSEPS can reduce the number of hits you have to make.

Curious - Power Harvesting: Win and earn Curious.
★★★★★★★★★★
In this run, Dr. Trollenstein has 6001 HP but only starts with Cowardly, Zotted! (preventing you from using the Orb of Zot to lower his max HP), Fast regen, and 50% essence drain. Killing any of the optional boss takes off 1000 hp from him but GIVES him their associated trait. (Except the Mouth, who still removes a trait - maybe a bug?). Additionally, each boss you kill gives an insane amount of gold (I think it's like 50?).

For this one, I recommend killing all the bosses to bring Trollenstein to 1 HP - I think it's the only way to make him not insanely difficult. I played as an Orc Rogue with JJ, Dwarven Gauntlets, more attack boosters, perseverance badge, black market, quest items (might have done reroll if I had known I would have like 350 gold), compression seal, and health+mana+quicksilver+reflex potions.

Orc rogue has a bit of a difficult start here as the monsters aren't ideal, but he is SO powerful on the bosses. By the last few, you'll be killing them in like 3 hits (which means you are only taking 2 from them).

I killed Trollenstein's monster first, at level 6 with a catapult to 7 and then regen fighting him - as he has quite low damage. Second, I killed the Mind with another catapult to level 8, and then the Mouth with a catapult to level 9. Then I used Chaos form to kill the Eyes. I used my remaining blackspace (in a subdungeon) to refill and fight the Mind, and then refill again. Then, I used my quicksilver+reflex potions to kill the Claws. After that, Trollenstein only has 1 HP and you can just kill him with First Strike.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
★★
In this run, Arcane Servants revive with very low health but Unstable, Bloodghasts have 100% essence drain, Failed Experiments gain 1 bewitch, Mutated Slaves gain death protection, Reanimated trolls gain Ensnare:1 + 1 per 2 levels, and troll scientists gain Crazed Regen (999 per tile, poison immunity).

As for the bosses, Trollenstein has base 2400 HP, the Monster is unchanged, the Blood has 595 health, the Eyes has 5 bewitch but only 416 health, the Claws has 5 DP, the Mind has only 416 health but revives like the servants (into a very high damage low HP form with 5 DP), and the Mouth has 100% essence drain and lifesteal.

I used an Orc Rogue w/ Namtar's Ward here - this works well but try to keep your mana low while exploring. For the minibosses, I killed the Blood, the Eyes, and the Claws.
Vicious Dungeons - Endless Blizzard [EE] (part 1)
Difficulty
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊 (Vicious - 140%)

Enemies
I'm going to divide this up by region.
Outpost
Naga Swampsoul:

Naga Fireweaver:
Attack: 100%
Health: 120%
Unstable
Retaliate: Fireball
25% physical resist

Sun Priestess:
Attack: 120%
Health: 120%
Fast regen
25% protective blessing

Naga Frostblade:
Attack: 75%
Health: 100%
Frostbite: 1 per level
Death protection: 1 layer per 2 levels
25% magic resist

Naga Shadowsire:
Attack: 100%
Health: 100%
First Strike
Ensnare: 1
Curse Bearer
25% essence drain
Magical Attack

Cave
Nameless Beast:
Attack: 75%
Health: 125%
Fast Regen
Curse Bearer
Berserks at 50%

Forgotten Soul:
Attack: 75%
Health: 90%
Ensnare: 1
Undead
Bloodless
Corrupting Aura: 1 per level
20% essence drain

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

Beholder:
Attack: 50%
Health: 100%
Mana burn
50% deathgaze
35% riposte
Magical attack

Berskerker:
Attack: 100%
Health: 100%
Berserks at 50%

Crypt
There are always zombies here.

Shade:
Attack: 100%
Health: 75%
40% lifesteal
Blinks
Undead

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

Soul Sucker:
Attack: 110%
Health: 90%
Retaliate: Fireball
Undead
Magical Attack
25% essence drain

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

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

Reanimated Troll:
Attack: 100%
Health: 100%
Undead
Bloodless
Berserks at 50%
Cowardly
Fast Regen

Sapphire Golem:
Attack: 55%
Health: 100%
Frostbite: 2 per level
Magical attack
Retaliate: Fireball

Troll Scientist:
Attack: 100%
Health: 100%
25% deathgaze
10% essence drain
Curse bearer
Retaliate: Fireball
Fast regen

Flint Golem:
Attack: 110%
Health: 100%
Unstable
First Strike

Ritual Site

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

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

Freezing Wraith:
Attack: 60%
Health: 90%
Undead
Bloodless
50% physical resist
Curse bearer
Frostbite: 1 per level

Imp:
Attack: 100%
Health: 80%
Blinks

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

Bosses
Naga Fireweaver: (boss of the Outpost, fought at either level 4, 7, or 10)
Attack: 14/33/57 (55%)?
Health: 78/181/318 (143%)?
Unstable
Retaliate: Fireball
50% physical resist
Corrosive

Nameless Beast: (boss of the Cave, fought at either level 4/7/10)
Attack: 24/58/105 (100%)?
Health: 104/239/422(190%)?
Weakening Blow
Crazed Regeneration (regenerates 999 hp with every tile explored)
Blinks

Soul Sucker: (boss of the Crypt, fought at either level 4/7/10)
Attack: 33/81/144 (138%)?
Health: 109/252/444 (200%)

Frozen Troll: (boss of the Trash Heap, fought at either level 4/7/10)
Attack: 8/20/36 (35%)?
Health: 65/151/267 (120%)?
30% resists
Magical attack
Cowardly
Frostbite: 10

Doom Armour: (boss of the Ritual Site, fought at either level 4/7/10)
Attack: 28/67/120 (115%)
Health: 31/73/127 (58%)?
Chaotic
Death protection - 3 layers per level
Berserks at 50%

Balder:
Attack: 48
Health: 825
50% riposte


Cocyteon:
Attack: 50
Health: 2700
Magical Attack
Frostbite: 1
Corrupting Aura: 1
Special: At 3/4 HP, Cocyteon removes 1/3 of your max HP. At half HP, Cocyteon removes half of your max mana, rounded up. At around a quarter HP, Cocyteon sets your bonus damage to 0%.
Trophy: Frozen Crown (-3 BURNDAYRAZ damage per level, BURNDAYRAZ inflicts 2 burning per level instead of a flat 1, burning cap is tripled - also, if you get Whargarrbl while using this Whargarrbl turns into an ice sword with a new effect - instead of melee attacks causing burning, melee attacks now get double the bonus from burning damage)


Gimmicks
This is a really weird dungeon that plays totally differently from most - it's sort of like Gaan-telet.

You start in a fully explored camp, with all 3 altars (4 if you prepped conjunction), 8 shops, an apothecary, BURNDAYRAZ, and one other glyph.

Talk to Balder to make an expedition - he will give you a choice between 2 areas, chosen randomly from this list:
  • Outpost
  • Cave
  • Crypt
  • Trash Heap
  • Ritual Site

Each area has a couple of enemies, 1 of each booster, a fair amount of blackspace, 1 of each potion, 1 glyph, and a boss. In the first area you go, the boss is level 4 - in the second area, it is level 7, and in the third area it is level 10.

After each area you return to the camp site and are fully healed (you also have snare, curse, and frostbite removed I believe). After the third area, the camp site is destroyed and fully shrouded and you have to fight the two bosses you skipped, which are both level 10. After killing them, the site is reshrouded you have to fight Balder.

After killing Balder, you wander the frozen wasteland and are ambushed by Cocyteon.
When you reveal Cocyteon, the map fills with level 10 ??? monsters, which each have 0 attack, 1 hp, frostbite: 1, magic immune, first strike, and bloodless - you can kill them to get a level up catapult against Cocyteon.


Recommended Classes + Races
Dwarf/Human Thief, Dwarf Abomination, Dwarf/Human Paladin

Strategy
This dungeon requires a lot of practice. You get a lot of resources to start with - you get to immediately choose your first god and some items, and you get BURNDAYRAZ and another glyph.

You need to choose which areas you want to go to and which you want to avoid. The hardest area for most characters is the outpost, which has pretty tough eastern naga enemies. For some characters this is different - many also find the crypt difficult due to the amount of lifesteal (for example, an abomination would want to avoid the crypt). You also have to consider that whichever areas you don't go to, you will have to fight the bosses for at the same time.

For gods, the Glowing Guardian is very powerful here - in such a long dungeon, Humility is quite strong, and GG gives you a toooon of piety in the Cocyteon fight. However, he is definitely not the only viable choice - any god can work, although if you worship TT at any point you DEFINITELY want to convert out before the third zone.

Quests
???: Win. (Rewards 9999 gold and adds the dispersion seal to the Alchemist.)
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊
I did this with a Rogue, but I don't necessarily recommend that. It makes the Balder fight a pain.

I think the easiest choice is either Human Thief or Human Paladin, probably with Glowing Guardian.

Disposable - Long Journey's End: Win and earn Disposable.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊
You play as a Human Guard with 5 compression seals. If you prep one, you will have 6.

The frozen crown is on the ground at the camp site, and Balder won't let you leave until you pick it up.

After the soul sucker, you get the Frostlight, a sword which gives you -100% attack but doubles the effect of burning damage on your melee attacks.

After the doom armour, you get the Coldtouch Grips, a pair of gloves which cause burning stacks to only be halved when they would be lost, but also prevent damage when burning is lost on anything besides a direct attack.

After the frozen troll, you get the Iceguard, which prevents all damage from enemies with max burning but gives monsters +10% riposte.

After the fireweaver, you get the Snowfall Cloak, which gives -1 glyph cost, but halved health regen while not at full mana
Vicious Dungeons - Endless Blizzard [EE] (part 2)
After killing the forgotten beast, you get the Stormtreaders, which causes burning to cut enemy regen in half but deducts 3 health per level.

Whenever you damage Balder, he will steal your health and leave you with 1 hp. You can only avoid him killing you by keeping him at max burning.

So first off, we need to think about the order you want to go in. The best items are probably the Iceguard and the Coldtouch Grips. After that, it is probably the Stormtreaders, and then the Snowfall Cloak, and then the Frostlight. This would give us an ideal order of Trash Heap, Ritual Site, Cave, and then fighting the fireweaver first and soul sucker second at camp.

Really, the important bit of this strategy is to just avoid the outpost and the crypt.

I recommend using the Earthmother as your god - IMAWAL helps you level, entanglement helps you get more XP and kill retaliate: fireball enemies, clearance is useful for spikes, vineform is good early on and some damage reduction REALLY helps against cocyteon - any amount is useful but at 5 you can usually prevent all damage since your fireballs do 50 damage directly prior to maxed burning (at max you are immune) and she will have 10% riposte. I prepped perseverance badge, compression seal, more mana boosters (lets you get 2 fireballs immediately and gives you some more mana for cocyteon), conjunction (you can just scum for EM instead of prepping this if you want), whupazz+schadenfreude+burn salve+fortitude tonic, black market, and quest items. Most of the dungeon you play as normal - you will probably have a hard time on your first area or 2 but once you start assembling your gear it isn't too bad.

When you get to the ruined camp site, by now the soul sucker and the fireweaver should be easy to kill by regen fighting them with fireballs, hitting them when you are immune. After that, Balder is a bit tough but you should be able to kill him with the blackspace he gives you - he will sap your health every time you damage him, so you will need to regen fight him with fireballs, possibly sometimes hitting him when he is at maxed burning, but it depends on your items.

The Cocyteon fight is a bit tougher, but not too bad - open with Whupazz and then you can use fireballs and melee attacks. After the first quarter of his health you probably won't be able to melee him unless he is at maxed burning - that's ok, just use fireballs. Try to avoid exploring blackspace until you have killed almost all the visible ???s. Then, you can explore it all at once while fireballing Cocyteon for tons of damage. Use your schadenfreude early on, while you can still actually take damage and have high mana. Saving lots of mana refills really helps here - it gets tough once your max mana gets halved, so if you have piety for entanglement+clearance combos that will help. It takes some practice so don't feel bad if you die at first.

Curious - ???: Win and earn Curious.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊
The dungeon is largely reworked. You start with some extra resources - one of each kind of alchemist seal, strength+schadenfreude+burn+fortitude potions, and +50 piety.

You have to go through each area, in an order of your choice. The bosses are now mandatory. You are no longer healed when you return to camp. The areas continue to increase past level 10, with the final boss being level 15, but you also continue to get stronger up to 5 prestige levels. After beating each area, you now have to fight all 5 bosses but they are only level 13 - they probably won't be very hard by this point.

After that, you have to fight Balder, who has different stats and abilities (102 attack, 1732 hp, 90% riposte, frostbite: 1, frozen blood - a new ability that prevents him from regenerating and doubles BURNDAYRAZ damage against him).

The Cocyteon fight is different as well. He has 6740 HP, 260 attack, magical attack, frostbite: 1, 1% riposte, and frozen blood. All ???s are level 15 but have 2 frostbite. As you lower his health, Cocyteon's riposte increases, slowly at first but then quickly to 100% as you get to around a quarter health.

I found this a bit easier than the disposable, but it is a weird run that takes a lot of adjusting to. I played a Dwarf Abomination which I thought worked very well - you get a ton of health every level (when I got to the final boss I was at 667 hp when fully overhealed) and you get a stack of resistant each level, which helps you negate some of the debuffs throughout the run and reduces the frostbite you get in the Cocyteon fight. The overheal on spell casting is useful too - when you are overhealed, you can usually fireball Cocyteon and lose very little health even when he has 100% riposte. If you don't want to do abom here, I think most people use a Dwarf Thief for this dungeon.

I prepped Dwarven Gauntlets, Compression seal, more attack boosters, perseverance badge, conjunction, black market, and quest items. Dwarven Gauntlets is great for Abomination here - you get a ton of extra damage and health.

On my run, I worshipped GG immediately and took body pact from the pactmaker - GG is good because he offers some extra health early on from absolution (although you probably don't want to take it much), an extra level's worth of stats by taking Humility once you reach level 10, some extra health and mana for enlightenment, protections for the final boss fight, and a TON of piety for body pact. The pactmaker's altar is guaranteed here so it will always be available. There are other useful gods besides GG but I think for abom GG is the best choice - you already have IMAWAL so EM doesn't offer as much as usual and you really want an insane amount of piety for body pact - reaching 65% resists before the final boss fight can give you an effective health pool of around 2000 - which you will need for such a powerful boss. I converted basically all glyphs besides BURNDAYRAZ on sight - inventory space is really tight here and more health helps abomination a lot.

You want to go to the hardest areas first. I recommend starting with either the Crypt or the Ritual Site - the Crypt becomes a nightmare later on due to all the lifesteal and the ritual site is problematic due to not having enough blackspace to deal with all the death protections at higher levels. After that, I went to the outpost, which has a tough enemy pool, and then the trash heap (which is easy but has frostbite), and then the cave (not too bad and the boss is a pushover at this point). You shouldn't have much difficulty with the base camp by this point, or with Balder

The final boss fight is tougher, but hopefully you are prepared at this point. Open with a can of whupazz to immediately take off 1685 health. Each level, you want to use your spells while you are at or above 100% hp so you get the overheal - if you can hit him first while remaining at or above 100%, do that to capitalize on the damage bonus and then start spamming spells. When you run out of health or mana, you can level up off the ???s. I frontloaded my mana potions and then my health potions to use them before the debuffs happened, but I'm not sure how useful that actually was so it is up to you if you want to use them while you still have higher bars or save them for later - just make sure you don't get punished by GG!

Good luck! It isn't much harder than the regular run once you get used to it, just different. Also, if you want to do Scrooge here, definitely do it on Curious - the scrooge subdungeon has 170% difficulty so you really need the extra stats from the Curious run to beat it.
Vicious Dungeons - Endless Blizzard [EE] (part 3)
Egotistical: Win and earn Egotistical.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊
Since this dungeon has like 100 enemy types, I won't go over how all of them change - if you want to see, look at the sections for other dungeons with those enemies.

As for the minibosses, the Nameless Beast boss is unchanged, the Doomed Armour boss has slightly worse stats but 2 corrupting aura per level, the Fireweaver boss gets 1 bewitch, the Soul Sucker boss gains 25% physical resist but has slightly worse stats, and the Frozen Troll boss is unchanged.

Balder gains 50% berserk. Cocyteon is initially unchanged, but when he saps your health he gets Retaliate: Fireball until he saps your mana - then he gains 50% physical resist until he saps your damage, when he finally swaps that out for 10 more corrupting aura.

This isn't too much harder once you are good with the standard Endless Blizzard. Most of the minibosses have either no buffs or very minor ones, and you won't really need to change how you approach them at all. The main problem is just that the monster pool gets really tough, so it's quite hard to level.

I went with an Orc Paladin w/ Dragon Shield and standard preps, then scummed for GG, Pactmaker, and Balanced Dagger. You can worship GG immediately and use him to fuel Body Pact. Balanced Dagger really helps you stay on curve despite the brutal monster set. You want to take Humility eventually but probably not until late because you don't want to be in a situation where all monsters are higher level than you. Otherwise, ignore GG's boons for now unless you really need a refill or have tons of spare piety and want to grab Enlightenment for the max mana.

Glowing Guardian will be VERY important for buffed Cocyteon. You can convert all spells except BURNDAYRAZ and HALPMEH, and play the dungeon like you normally would until the end. You probably want to avoid the Ritual Site since the egotistical version has TONS of curse. The ideal bosses to save to the end are probably the Ritual Site boss and the Trash Heap boss - you can soften up the armor a bunch and then use it to clear frostbite stacks while fighting the troll. Then, finish off the armor.

Balder shouldn't give you much trouble - he is barely harder than usual and can easily be regen fought using HALPMEH.

For Cocyteon, you can use the normal approach at first, using HALPMEH to heal between hits. Once he saps your mana and gets physical resist, you can start using BURNDAYRAZ instead and taking Cleansing between melee hits for the magic damage. If you get through that, you can stockpile piety again in his last phase to help handle the corrupting aura.
Vicious Dungeons - Exile's Path [EE] (part 1)
Difficulty
★★★★★★★★★★
★ (Vicious - 150%)

Enemies
Goblin Trapper:
Attack: 100%
Health: 100%
First Strike
Ensnare: 1 per level

Beholder:
Attack: 50%
Health: 100%
Magical Attack
Mana Burn
25% riposte
30% deathgaze

Pestilent Bloat:
Attack: 60%
Health: 100%
20% physical resist
Serrated strike
Magical attack
Curse bearer

Rusted Guardian:
Attack: 100%
Health: 55%
Death protection - 1 layer per 2 levels
Weakening blow
25% protective blessing
50% magic resist

Swamp Worm:
Attack: 40%
Health: 90%
35% riposte
Corrosive

Siabrae:
Attack: 80%
Health: 100%
Undead
Magical attack
Bloodless
Death Protection
Spawn plants: 1 per 3 levels (spawns random plants)

Shadow Tendril: (4 of these spawn in each wave of the final phase, they are all level 3)
Attack: 16
Health: 36
50% riposte
Weakening blow

Bosses
Festering Shadow:
Attack: 56
Health: 565
25% physical resist
Corrosive
Weakening blow

Wanton Shadow:
Attack: 123
Health: 297
25% resists
Corossive

Eternal Shadow:
Attack: 75
Health: 476
25% physical resist
Weakening blow
Corrosive
Undead
Bloodless
Death Protection - 6 layers

Envious Shadow:
Attack: 93
Health: 386
50% physical resist
100% deathgaze
Corrosive

The Dark Beneath: (This is the only mandatory boss, but you have to kill at least one of the optional bosses before fighting it)
Attack: 75
Health: max hp of 1, but overhealed to 3174
Serrated strike
Trophy: Eclipse stone (+30% resists but -30% bonus damage, when you attack the effect switches to +20% bonus damage and +2 fireball damage per level, on fireball switches back)

Gimmicks
The map here is significantly smaller than usual - 18x18 (19% smaller) and is divided by a lava river with only two crossing points. Enemies only appear up to level 5. When you reach level 5, you are transported to a nightmare realm - the dungeon gets scrambled, all walls are replaced with pits, the entire dungeon is reshrouded, all remaining shops are replaced with random other shops, and if you used the potion shop it is restocked. There is a new locked subdungeon in the nightmare realm.

This nightmarish area has the remaining enemies, as well as any you didn't kill before. It also has a bunch of plants with serrated strike, making it difficult to explore. Once you reach level 9, the locked subdungeon becomes unlocked - beware that when you enter, you won't be able to leave again!

This subdungeon brings you to a shadow pit, a 9x9 fully shrouded dungeon. In the four cardinal directions, there are four shadow tendrils. In the center, the altar of whatever god you are worshipping comes with you. In the four diagonal ends, there are the four optional bosses (in a random order). Once you kill one of the bosses, the subdungeon is totally reset - reshrouded, all bosses are restored to full health and cured of debuffs (but kept in the same location), and the tendrils respawn. In the place of whatever boss you killed, there is now The Dark Beneath. This happens each time you kill a boss, but the bosses don't respawn, so you can do it at most 4 times. The Dark Beneath does not regain health when the dungeon is reset, so you can use the blackspace restoration to slowly whittle down the boss.

Recommended Classes + Races
Orc Rogue, Orc Assassin

Strategy
This dungeon brings back the absolutely awful monster pool from Shadow Bog and swaps Muck Walkers for Siabrae - that might sound better, but in such a small dungeon spawning random plants can be quite problematic.

You'll need to reach AT LEAST level 9 here, so you have to play fairly efficiently - this is hard because every monster here feels like a terrible target - you'll need to figure out which one is the least harmful for you. Swamp worms are actually a blessing here - they drown you in corrosion, but they have much weaker stats than anything else so they make great high level targets. Suboptimal popcorn, though. Beholders also aren't too bad if you are in a position where mana burn won't be a problem. Pestilent bloats are quite easy if you don't mind curse, but they will make you use a lot of blackspace. Siabrae are fine but you don't want to hit them too much, so maybe avoid fighting high level ones. Goblin Trappers are actually quite bad (ensnare is much worse than it seems, makes it very hard to fight higher level enemies). The only monster I really recommend not fighting if you can avoid it is Rusted Guardians - weakening is awful and they are very hard to kill. IMAWAL is a great spell here for petrifying them.

Before reaching level 5, you probably want to buy a burn salve from the potion shop. If you have a lot of them, swamp worms aren't a problem at all and the final phase gets a lot easier - plus it will help you deal with the afflictions you get at level 8. Speaking of that, you will also want a fortitude tonic to clear the weakening.

The ideal state to be in before entering the shadow pit is level 9, near a level up to 10 - but usually that isn't possible. Make sure you are ready before heading in! Once you are in, you need to pick a boss to kill - depending on your build, this might depend on who you encounter early since the layout is random. The easiest for most builds is usually Wanton shadow, which has high damage but low HP and pretty fine abilities. You can use a level up catapult if near level 10.

After that, you'll want to head straight to the Dark Beneath (it's wherever the boss you killed was) and start regen fighting her - try to regen exactly enough HP to take a hit between each attack, and don't hit her while bleeding or you'll get exhausted. Once you start to run out of blackspace, you should pivot to fighting another shadow. Most builds find the festering shadow pretty easy to regen fight, but it does give you weakening which can be a problem.

Continue doing this, you will probably need to either kill 3 or 4 shadows here (probably 3 if you prepped Whupazz or are a Rogue or both, probably 4 for caster classes).

Quests
Magical Mystery Tour, part 1: Win with a Priest and earn Ding! Max (reach level 10). (Rewards 3333 gold and unlocks the disintegration wand prep from the Blacksmith, which can be used to blow up a wall and damage adjacent enemies)
★★★★★★★★★★
★★
I recommend either playing an Orc Priest or a Halfling Priest or a Human Priest. I went with Human. Orc is the strongest for the main dungeon, Halfling is the strongest for the shadows, and Human is the strongest for the Dark Beneath.

For preps, more attack boosters, perseverance badge, compression seal, quest items, black market, Amulet of Yandor or balanced dagger, burn+fortitude+whupazz+health potions, either conjunction or JJ depending on your feelings about inventory management and other gods.

A great god to worship here is JJ - Chaos form helps you reach level 10 and it removes weakening and corrosion. Additionally, you get so much piety for him by the end that you can use last chance with 100 piety for a guaranteed refill.

Once you get to level 9, you can descend to the pit. Nothing special here - it's the same general strat except Eternal shadow and Wanton shadow are both significantly easier to priest thanks to Good Health and Good Golly, so I recommend doing them as your first 2 shadows (probably start with Eternal if you can because the blackspace helps with the DP).
Vicious Dungeons - Exile's Path [EE] (part 2)
Disposable - Phase Your Fears: Win and earn Disposable.
★★★★★★★★★★
★★★★★
You play as a Human Guard with a Radiant Stone. The stone dims as you explore or cast BURNDAYRAZ and brightens as you take damage. The forms are:
  • Radiant (Full moon): +100% damage, +2 scouting radius, +6 BURNDAYRAZ damage per level, +50% enemy damage (NOT riposte, that's a mistake in the text)
  • Bright (Gibbous moon): +50% damage, +1 scouting radius, +3 BURNDAYRAZ damage per level, +25% enemy damage
  • Fusion (Half moon): +1 BURNDAYRAZ damage per level, +11% resists
  • Dark (Crescent moon): +33% resists, -50% damage, +1 lifesteal
  • Void (New moon): +65% resists, -100% damage, +2 lifesteal, no exploration or BURNDAYRAZ casting.

This one is quite hard. I recommend prepping Taurog, a compression seal, a perseverance badge, more attack boosters, quest items, black market, and health+whupazz+burn salve+fortitude tonics.

Basically, the three brightest forms are all pretty good, but especially fusion, which is probably the ideal melee form. You want to avoid dropping below that, as you do low damage and you'll have to suffer a lot of debuffs. BURNDAYRAZ can be useful but it's not necessary or always a good idea - you definitely only ever want to cast it in Radiant (maaaaybe bright) form.

Taurog is good here as skullpicker helps with the early game (most of your runs of this mission will fall apart in the first few levels, if you can get past that it's not much worse than your typical disposable) and scales well with radiant+bright form. Later on, the resistance boosting items are excellent - they get extra power out of fusion and dark form, and you never want to be in void form anyways. They also help mitigate the extra enemy damage in radiant and bright form.

For a later god, Dracul is pretty good - lifesteal is not great here due to the way it interacts with bleeding (although 1 stack can still be worthwhile), but bloodshield is excellent, and sanguine is pretty good since there are a fair number of bloodpools in the shadow pit (especially if you are willing to kill tentacles).

The bosses don't really require a special approach here. You should be a fairly efficient regen fighter by this point, so you'll probably only need to kill 2 or 3 shadows. You should avoid the goat one, and the eternal one is pretty hard too, but the others are ok. Good luck!

Curious - Before Dawn: Win and earn Curious.
★★★★★★★★★★
★★★★
You go to the nightmare realm at level 2, instead of 5.

From level 3 onwards, when you level up your HP is set to 1.

At level 4, you get 10 stacks of snared.

At level 5, foes get +50% physical resist which alternates with +50% magical resist whenever you target them.

At level 6, you get 10 stacks of Cursed.

At level 7, you get mana burned and 5 stacks of corrosion.

At level 8, instead of the usual penalty, stats can no longer increase through any means.

At level 10, you bleed on all level ups (fortunately thanks to your HP being 1 that's not a huge deal)

The Dark Beneath has 3174 max HP and is not overhealed, but he loses 1000 max HP for every shadow you kill after the first one. Once you have killed them all, its max HP is set to 1

I did this with an Orc Rogue with JJ and Dwarven Gauntlets. APHEELSIK is an excellent spell here for TDB - try to find it if you can.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
★★★
For the enemies: trappers gain 10% resists, siabrae gain 25% essence drain and lifesteal, swamp worms gain 1 ensnare flat, beholders gain 25% berserk but drop to 25% deathgaze, rusted guardians spawn level 1 animated armors which have serrated strike, pestilent bloats gain unstable.

For the shadows: Wanton Shadow gains Weakening Blow, Eternal Shadow is unchanged, Envious Shadow gains Weakening Blow, Festering Shadow is unchanged.

The Dark Beneath gains 1 Bewitch.

I used an Orc Paladin of Jehora Jeheyu here. You can use the standard strategy, everything is just a bit harder. Get your hands on as many debuff clears as you can, and IMAWAL helps a ton too for bonus XP, getting rid of armors, and clearing curse stacks. For the boss fight, HALPMEH is good but you have to carefully manage your health - try to heal up when it will put you barely over the health to take one hit. Holding on to BURNDAYRAZ can help a lot with the boss fight too, so you can use spare mana (and if you need to kill the 50% phys resist shadow). It's doable with just HALPMEH though - I only brought that and WEYTWUT (for killing shadows) to the fight.
Vicious Dungeons - Abandoned Nest [EE] (part 1)
Difficulty
★★★★★★★★★★
★★ (Vicious - 130%)

Enemies

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

Swamp Worm:
Attack: 40%
Health: 90%
35% riposte
Corrosive

Beholder:
Attack: 50%
Health: 100%
Magical Attack
Mana Burn
25% riposte
30% deathgaze

Ratling Priest:
Attack: 80%
Health: 100%
Corrupting Aura: 1 per level
10% protective blessing
Weakening blow

Ratling Warrior:
Attack: 100%
Health: 100%
Serrated strike
Death protection

Bosses

Spy'dir Le'egg: (there are 8 of these, ranging from levels 1 to 8)
Attack: 50%
Health: 125%
No XP
Corrupting Aura: 2 per level

Wih'doh Qu'ween:
Attack: 0
Health: 1
Death protection - 8 layers
Special: When attacked for the first time, summons 8 clones of you (Cleeve Gobbolin, but the name might vary). 4 of them are Undead and Bloodless, but these 4 are chosen randomly. Whenever you kill 1, all the other ones level up without gaining stats, but they do gain a layer of DP, and Wih'doh Qu'ween takes a hit. You'll have to kill them all to win.
Trophy: Fang Talisman (small item, attacking an enemy inflict Drained which sets their max HP to 20% of its previous value, status is removed when you damage another enemy, on bosses it only drops their health to 80%).

[your hero's name] (1): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
75% physical resist
Magical attack

[your hero's name] (2): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
75% magic resist

[your hero's name] (3): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
Poisonous
Mana Burn
Magical Attack

[your hero's name] (4): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
Serrated Strike
Berserks at 50%

[your hero's name] (5): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
Weakening Blow
Corrosive

[your hero's name] (6): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
Curse Bearer
Corrupting Aura: 10
Magical Attack

[your hero's name] (7): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
100% deathgaze
Retaliate: fireball
Magical attack

[your hero's name] (8): (Starts at whatever level was the highest you reached)
Attack: Whatever the highest attack you achieved in the main dungeon was
Health: Whatever the highest max HP you achieved in the main dungeon was
Ensnare: 1
Frostbite: 10

Gimmicks

Killing any of the Legs will reset you to level 1. Killing the last leg will instead send you to the spider temple, where Wih'doh Qu'wee resides - bringing ENDISWAL or LEMMISI will let you access some extra blackspace there. You'll have to kill the 8 clones to beat her. They are always in the same layout - 1 in the top left, 2 in the top right, 3 in the middle-top left, 4 in the middle-top right, etc.

Their stats depend on your max attack and health that you had in the main dungeon.

Recommended Classes + Races

Rat Monarch, Goblin/Gnome Sorceror, Halfling/Gnome Spy

Quests

Magical Mystery Tour, part 3: Win and earn Purist (no preps). (Rewards 9999 gold and unlocks the mystic prep from the blacksmith, which adds 2 wand shops in)
★★★★★★★★★★
★★★★★
This one has a VERY steep learning curve - once you have learned how to play this dungeon, it is probably easier than most EE vicious dungeons, but it doesn't play like anything else in the game. The goal here is to beat the legs without ever getting your attack and health too high, or you will lose to the queen. It's very important here to find ways to gain strength that don't include health and attack - spells, resistances, reduction, corrosive strike, deathgaze, poison, lifesteal, etc. are all excellent here - and for once Orc is not the best choice for a class since buffing your damage is also going to buff the clones' damage. You are much better off with a race that provides a different kind of power - elf/gnome for magical power, halfling for health refills, goblin for refills and leveling up in phase 2 (dwarf still sucks unfortunately).

This is probably the only quest for the game where Rat Monarch is one of the best choices (it is how I won, but I have seen other succesful runs with Spy and Sorceror). Rat monarchs get almost all of their power from corrosive strike, and notably all of the clones will end up having like 3 attack.

My strategy here was to use rat monarch and scum for the Earthmother - I don't like scumming because it is kind of boring but she is really necessary for this strategy and you can't prep her because purist. You can use your shop sight to check if her altar spawned - if you don't see it you should just restart.

The earthmother offers a number of useful tools here - mainly IMAWAL, entanglement, and vineform. You should immediately head to the Earthmother and immediately use entanglement. With this strategy, you never need to even attack an enemy besides the legs - you can just petrify them for 1 XP and 10 piety.

Petrify enemies, search for glyphs to convert (convert all on sight except BURNDAYRAZ and ENDISWAL), use your health regen to damage any Le'eggs and apply corrosion to them until they are weak enough to be killed easily later, and use your piety to stack vineform. Keep in mind that the legs have heavy corrupting aura, so try to clear out your piety by buying vineform stacks before fighting them when you can. Stacking vineform will give you a huge flat health bonus and damage reduction, which is really strong at low levels. The damage reduction will also really help in the second phase of this dungeon.

Once you are at level 3, you will want to use your heightened regen to weaken all the exposed legs and then start finishing them off. After that, do this again but you can probably only reach level 2 this time. Try to save your potions as much as possible - if you need refills for the harder legs, you can buy items from shops. If you have ENDISWAL, you can get a ton of gold by breaking the petrified enemies - this is a great thing to do while regen fighting the bosses, as the resistances will also help you fight them. If you find a health sigil, it's one of the only items you should buy ASAP - it will boost your max HP and regeneration, which will REALLY help, and you don't care about the damage debuff.

Once you kill the final leg, you will be sent to a ruined spider temple immediately, so make sure you have anything you want to take with you on you. Ideally, you should take as many potions as possible, ENDISWAL if you have it, BURNDAYRAZ, and as much piety as you can altho it is fine if you have 0. You won't need IMAWAL anymore so you can ditch it for an item.

Inside the temple, you can use ENDISWAL to break open the areas in the top left, right, and bottom, which can be walked on and provide some extra blackspace. After that, you can freely convert ENDISWAL.

Vicious Dungeons - Abandoned Nest [EE] (part 2)
Hit the Qu'ween to start the boss fight. She will retreat, reshroud the temple, and summon 8 minions. These minions should all have around 2-3 attack - low enough that they won't damage you at all - and probably about 70 HP. As long as you are not cursed, 7 out of 8 of these cannot damage you AT ALL. Here is the order I recommend:

Start with the bottom right minion, which should have frostbite. Frostbite is nasty and you can't get rid of it until you start taking damage from the cursed minion, so you should try to get as little as possible. Open with a few melee attacks and finish it off with a fireball-explore 1 tile-fireball combo. Hopefully you will have around 40 or less frostbite.

Next up, take on the minion with corrosive+weakening (you should be able to see all the minions now). Again, you want to minimize these traits, so finish it off with fireballs.

After that, you want to fight the deathgaze minion, because you can't fight it while you are fighting the corrupting aura one due to the deathgaze. You don't need to use any fireballs on this one, it shouldn't be damaging you at all.

Now there are 5 minions left - 2 of these just have resistances, so they are no problem at all. One has mana burn+poisoning, so you just need to time the kill right before a level up. One has curse bearer and corrupting aura and should NOT be meleed until the others are dead. The other one has serrated strike - you can choose to either give up on regenerating and just explore all of the pathways to each minion before fighting any of them (this is the better option if you don't have much blackspace left), or you can take on the serrated strike one first and then explore blackspace until you stop bleeding, then level up for a refill (this is the better option if you have enough blackspace left that this will still leave you with a fair amount).

Once you've either dealt with the serrated strike one or decided to forgo regeneration, you should start doing a level up catapult strat. You want to double fireball the corrupting aura / curse bearer minion and then level up off of another minion - if you have the opportunity you can also melee it right before finish off another one to clear out the curse it gives you, but make sure you have enough health to do that and keep in mind that if you still have frostbite it will trigger on the hit you take after being cursed. Keep doing this until you run out of minions. Now it is time to fight the curse bearer straight up. It is fairly tough due, especially because the second hit you take will probably do +40 damage from the frostbite you have. You can use blackspace to regen fight it and stack corrosion on it as normal, and you can use any potions or items you have to help. This is a check of how much resources you have left, but with proper planning it is MUCH easier than the first phase - good luck!

Disposable: Win and earn Disposable.
★★★★★★★★★★
★★★★
You play as a Human Guard with an Unknown Talisman. This Talisman sets the max health of any enemy you damage to 1 until you damage another enemy, and gives you bonus max health equal to enemy level with every kill. This ability to prevent all enemy regen makes the first floor relatively easy.

However, this talisman comes with a downside. When you get to the second phase, your clones draw power from the talisman and gain the ability to remove 1 max HP per level (your level, not theirs) every time they damage you. This means you want a high ratio of health to level - so anything you can do to raise your health is good. Personally, I used the Earthmother and spammed vineform, but that is hard to do if you don't find ENDISWAL. Bringing BURNDAYRAZ with you helps you kill the enemies without taking hits.

Curious - Difficult Experience: Win and earn Curious.
★★★★★★★★★★
★★★★★
Every time you kill a Leg, not only do you get sent back to level 1 with your XP reset to 0, but the XP threshold for levels increases by 1 XP (so after killing 7 legs, to go from level 1 to 2 will require 12 XP, and then from 2 to 3 would require 17 more XP). Additionally, each surviving Leg gains a layer of death protection.

The end phase is harder as well. The clones now continue to gain strength as you do, so they will get harder throughout the fight - this makes it very important to prioritize the hardest clones for you, as they will become even harder if you leave them for last.

For this run, I went with a Halfling Spy of Binlor (I scummed for ENDISWAL and used it to get high resistances and create a piety shield against corrupting aura). You can take all the boosters immediately (I prepped health boosters but attack boosters might be better) and then use them to fight the legs, starting with the level 8 one and going in reverse level order. As long as you never level up, you never lose your temporary stat bonuses. Once only leg 1 remains, you can pop all of the DP layers and then begin to level as much as possible, using your high stats for a high level kill. If possible, you probably want to convert out of Binlor or you are likely to get punished in phase 2 due to all of the levels you will get, although this doesn't matter if you don't have resists.

You probably want to bring PISORF, maybe ENDISWAL, and BURNDAYRAZ if possible.

In phase 2, you want to prioritize the most dangerous enemies - probably start with either the frostbite/snare one or the corrupting aura/curse one depending on whether you have resists or not. Once those two are dead, the deathgaze/retaliate fireball clone is probably your next target, and then the weakening/corrosion one (ideally you have potions to clear those debuffs afterwards). When you are close to a level up, you want to kill the mana burn/poison one (if that isn't possible, kill it right after the debuff one so you can use your salve and tonic). The serrated strike one you should slot in whenever you aren't going to level up after killing it (ideally early, as it is kind of annoying). Finally, you can save the magic resistant one for last, right after killing the physical resistant one.

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
★★
The swamp worms gain 1 ensnare, beholders gain 25% berserk and drop to 25% deathgaze, ratlings gain poisonous, the ratlings priests have their protective blessing raised to 25%, ratling warriors blink.

The legs gain Unstable, making it harder to set up chains of kills against them.

Wih'dow Qu'ween is unchanged. As for the clones, they all gain 1 bewitch.

This isn't too bad - the enemy sets get substantially harder, but the legs aren't much tougher and neither is the Qu'ween or her clones. I used a Gnome Sorceror for this, since that's a great class for this dungeon in general - you can use the standard approach, trying to take out groups of legs at once - I started with 7+6+5 at level 6, then did 4+3 at level 2, then killed 1 and 2 at level 1 and finished off with 8 at level 6 again. For the Qu'ween fight, you can approach it as normal, it's just a little harder because of the Bewitch.
Vicious Dungeons - Mire's Heart [EE] (part 1)
Difficulty
:🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊 (Vicious - 150%)

Enemies
:Nameless Beast:
Attack: 75%
Health: 125%
Fast regen
Curse bearer
Berserks at 50%

Soul Sucker:
Attack: 110%
Health: 90%
Retaliate: Fireball
Undead
Magical attack
Essence drain 25%

Vileblood:
Attack: 100%
Health: 125%
Unstable
Magical attack

Forgotten Soul:
Attack: 75%
Health: 90%
Ensnare: 1
Undead
Bloodless
Corrupting Aura: 1 per level
20% essence drain

Shadow Fiend:
Attack: 100%
Health: 100%
Corrupting Aura: 1 per level

Ratling Warrior:
Attack: 100%
Health: 100%
Serrated strike
Death protection

Bosses
:
Champion of Decay:
Attack: 89
Health: 357
Retaliate: Fireball
Bewitch: 3
Special: Gains the traits of the other champions after their deaths.



Champion of Discord:
Attack: 89
Health: 357
Corrupting Aura: 10
Berserks at 50%
Special: Gains the traits of the other champions after their deaths.



Champion of Filth:
Attack: 89
Health: 357
Ensnare: 3
Fast Regen
Special: Gains the traits of the other champions after their deaths.



The Blasphemer - Mystera:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Magic resist 75%
Special: When reduced to 1 health, smashes Myster's altar and switches to Binlor, refilling 50% of your health and mana (this also happens on later altar smashes).



The Blasphemer - Binlor:
Attack: 90
Health: 556
Death Protection (5)
Physical resist 75%
Special: When reduced to 1 health, smashes Binlor's altar and switches to the Earthmother. Also fills the subdungeon with the plants from Tainted Marsh.



The Blasphemer - Earthmother:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Corrosive
Retaliate: Fireball
Special: When reduced to 1 health, smashes Earthmother's altar and switches to Glowing Guardian.



The Blasphemer - Glowing Guardian:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Crazed Regeneration
Special: When reduced to 1 health, smashes Glowing Guardian's altar and switches to Jehora Jeheyu.



The Blasphemer - Jehora Jeheyu:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Curse Bearer
Special: When reduced to 1 health, smashes JJ's altar and switches to Dracul.



The Blasphemer - Dracul:
Attack: 90
Health: 556
Death Protection (5)
Undead
Bloodless
Special: Starts overhealed to 774. When reduced to 1 health, smashes Dracul's altar and switches to Taurog.



The Blasphemer - Taurog:
Attack: 90
Health: 556
Death Protection (5)
Berserks at 75%
Special: When reduced to 1 health, smashes Taurog's altar and switches to Tikki Tooki.



The Blasphemer - Tikki Tooki:
Attack: 90
Health: 556
Death Protection (5)
Weakening Blow
Riposte 1%
Special: When reduced to 1 health, smashes Tikki Tooki's altar and switches to the Pactmaker.



The Blasphemer - Pactmaker:
Attack: 90
Health: 556
Death Protection (5)
Special: When reduced to 1 health, smashes the Pactmaker's altar and switches to Dying form.



The Blasphemer - Dying:
Attack: 90
Health: 556
Death Protection (4)
Magical Attack
Corrupting Aura 100
Special: Starts at 1 health.
Trophy: Severed Tail, an item which reduces the XP threshold for all levels by 40% and gives permanent XP boost status effect, but levelling up alternates between actually increasing your level and giving you a stack of Prestige.


Gimmicks
:The dungeon has the same layout as shadow bog, with a ring of sparse bushes around a circular pond in the middle. You start next to a subdungeon, which is fully explored and contains an altar to every god. Each god offers a special boon in exchange for a unique geas. The options are:

Jehora Jeheyu - Lose 50 piety to get +20 max HP, +3 max mana, and Chaos Avatar.
Mystera - spend 250 mana to get +2 fireball damage per level.
Earthmother - gain 60 experience to get 10 damage reduction and +30 max HP.
Tikki Tooki - kill 10 lower level monster to get 5 poisonous strike.
Pactmaker - no requirements, gives you +75 piety and -25 max piety.
Dracul - lose 600 health to gain 10% sanguine and 1 lifesteal.
Taurog - kill 10 monsters to get his equipment.
Binlor - explore 250 tiles to get 50% knockback.
Glowing Guardian - level up 3 times to earn a reduction in level without losing stats and +5 max mana.

After finishing a pact, the swamp in the middle will partially recede.

When you finish 3 pacts, the swamp fully recedes. Additionally, all enemies are replaced with level 1 Mire Sludges, and the 3x3 squares around these enemies are reshrouded. Also, the 3 minibosses spawn in the center. After killing them, the subdungeon to the Blasphemer appears. This subdungeon is full of altars, but they are inaccessible.

Recommended Classes+Races
Orc/Human Paladin, Orc Rogue, Orc/Gnome Sorceror

Strategy
This dungeon has a tough monster pool with a very high difficulty modifier, and without spoiling much the boss situation requires a lot of endurance. However, this is made easier by the powerful special boons you can get from the gods. Proper use of these can make you VERY powerful. You will need to be careful about which ones you pick, since you will need to succesfully complete 3 geas's to clear out the swamp - it's possible to lock yourself out of winning by picking a geas you can't complete.

Depending on your build, you will want different geas's. For most builds, the Glowing Guardian has an excellent starting Geas - you just have to reach level 4 and you get a significant immediate power boost, plus a higher stat cap which is a HUGE help here. If you have a physical build, another good early option is Binlor, as his geas requires exploring much of the map and gives you powerful knockback damage. For a magical build, another option would be Mystera, who provies a 50% boost to fireball damage.

For your second pact, you can pick one with a geas that's easy to complete in the midgame - Tikki Tooki is a decent choice for a regen fighter, since you will probably have plenty of lower level monsters to kill - although doing that will lose you some blackspace later on, so you might have a hard time leveraging the poison. Similarly, Taurog is pretty easy, and for a physical fighter with lots of spare inventory space it will give you a strong boost. The Earthmother is a great choice for a physical build, giving solid benefits and not requiring special effort. JJ works too - Chaos form won't net you lots of XP, but lets you catapult.

For your final geas, you have a few choices. Keep in mind that as soon as you satisfy the geas you enter the next phase of the dungeon and lose access to all the existing monsters and most of their XP, so be careful not to activate it too soon. Jehora Jeheyu can be an excellent option since it gives a big stat boost and allows you to reach level 10 without fighting as many monsters which is great for the next step, but depending on what god you are worshipping losing 50 piety can be a very tough task. If you do take it, the corrupting aura enemies can help - keep in mind spending piety doesn't count as losing it. Dracul is also good for a physical build, because losing 600 health at high level isn't a massive task and the benefits help against the Blasphemer, only one of his forms is immune to lifesteal. If you can't easily meet any other geas's, the Pactmaker is an option, and 75 piety is definitely still pretty useful.

After taking all 3 pacts, you will need to fight the 3 champions. They have pretty weak stats but some nasty abilities you will need to be careful of.
Vicious Dungeons - Mire's Heart [EE] (part 2)
You will need to think about what order you want to fight them in. Whichever traits are worst for your build, save that one for last. Usually that will be the Champion of Filth, since Ensnare is a VERY nasty trait that gets even worse when paired with Fast Regen. The other two depend on if you are using a more physical build (fight Decay first) or magical build (fight Discord first), but keep in mind you'll need at least some physical prowess for all of them (and for the Blasphemer) so don't plan on going all in on Burndayraz.

The more enemies and blackspace you saved in phase 1, the easier this part will be, because you can regen between the champions and between phases of the Blasphemer fight.

For the Blasphemer, identify which phases will be most problematic for your build and make sure you are properly prepared for them. Bringing a burn salve and/or fortitude tonic can help with the Earthmother and Tikki Tooki forms. Otherwise, usually one of the first two forms is hardest since they have huge resists. The Glowing Guardian form is also notable since it cannot be regen fought, so make sure you have enough resources to spike it.

You will also need to be ready for the Dying form after the Pactmaker - it's not too hard since you only have to hit it four times, but you will need a solid health spike and probably a lot of piety. DO NOT explore (at least no more than a few tiles between DPs) after getting to this form - I promise you no matter how good of a regen fighter you are you do not want to regen fight an enemy with 82 attack and 100 corrupting aura. Ideally, you can save an altar or two to desecrate for this phase - every indulgence you get here saves you 100 health!


Quests

Complicated Tasks pt. 8: Win as a Warlord and earn Specialist (only one type of damage to the final boss).
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊
For this quest, you need to only do one type of damage to the final boss - keep in mind that applies to ALL forms of the Blasphemer. That type better be physical damage or you will have a TERRIBLE time with this.

This makes the dungeon a bit harder, but isn't terrible - the hardest part will be the second form of the Blasphemer, you will need a HUGE spike to get through that. Everything else can be handled with the usual strategies here. For boons, the Glowing Guardian's is critical here for the extra mana and higher stats. Jehora Jeheyu's is also a great option but should be taken last, and satisfied while at level 9 or 8 (but make sure you have IMAWAL if you do it at 8 so you can reach level 10). Other options are Binlor (has to be taken first or maaaybe second but decently useful), the Earthmother (useful against some forms and helps with a health spike), Taurog (if you have the inventory space), Tikki Tooki, or the Pactmaker (if you can't satisfy anything else).

For preps, I recommend Conjunction, Dwarven Gauntlets (for Orc) or Cursed Cutlass (for Human), Badge, Compression Seal, Attack Boosters, Quest items, Black market, mana potion, reflex potion, quicksilver potion, and a fortitude tonic.

There are several good gods for this one - Mystera is solid for the extra mana, refills, and cheaper casts, Jehora is always great (although ironically it's hard to satisfy JJ's geas if worshipping JJ), and Glowing Guardian is very strong here for an early worship (that you convert out of later) for humility. Binlor can also help to punch through Blasphemer's resistances. If you can't find Binlor or would rather worship another god, Bysseps is also great for that (although it interacts poorly with Mystera).

Winning this quest will unlock a new potion which gives you 3 indulgences.

Egotistical: Win and earn Egotistical.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊
The monsters here gain the same buffs as elsewhere - Forgotten Beasts and Ratling Warriors gain Blink, the soul suckers gain 25% phys resist, the vilebloods gain fast regen, the forgotten souls revive as a 1 health form with 5 corrupting aura per level, and the shadow fiends gain corrosive.

The minibosses have their health raised to 476.

As for the Blasphemer, he starts with 5 corrupting aura, and then each form he cycles through that, 3 ensnare, and 1 bewitch. His final form does not cycle and stays at 1 bewitch.

This isn't much harder than normal - the biggest sources of extra difficulty here are just that the monster pools is all around harder to level up off of and the Blasphemer fight is tougher and drains your piety. The ensnare in Binlor's form can be problematic since it can stack with the ensnare plants in EMs form and prevent you from damaging GG's form. I used a Rat Monarch here and worshipped EM - rat monarch is actually quite effective here because you have lots of blackspace if you save popcorn and corrosion carries through the Blasphemers forms.

Take Binlor's, GGs, and JJs pacts, in that order, and hold on to PISORF + BURNDAYRAZ (leave on the ground till Blasphemer or if you can't find PISORF) but convert every other glyph (besides the IMAWAL from EM). You can level up off high level targets using the extra HP and armor from EM.

Curious - Ancient Oaths: Win and earn Curious.
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊
In this version of the dungeon, the mire takes more work to clear out - you'll need to complete 6 geasa instead of 3. This can take a lot of planning, since most of the geasa have fairly involved requirements. As an upside, you'll get tons of buffs from completing all of those.

Additionally, the bosses get buffed - instead of having separate traits that eventually stack together, all 3 champs start with fast regen + ensnare 1 + berserks 20% + corrupting aura 5 + bewitch 1 + riposte 5%. Every time you kill a champ, the others get extra +1 ensnare, +5 aura, +1 bewitch, +20% berserks, and +5% riposte.

The Blasphemer starts out the same, but every time it switches forms it gradually gains stats (I believe it gains around +4.5 damage and +48 HP per form), not counting the final corrupting aura form. This starts small, but with 9 forms it becomes a huge buff by the final form.

This isn't too much harder than the regular dungeon overall, but you'll need a very solid plan for what geasa to take and when. I think a lot of approaches can work, but I used an Elf Chemist build with Fido (lockerable trophy from Troll Lab). I went with Chemist to make Mystera's geas easier - I opened with that one and used a mana potion to rapidly farm mana for it, while also building up piety with a farming god (I used Mystera, but other gods could work). Then, I took on GG's geas next and started levelling. Elf+Fido is a very strong levelling combo, as you get two refills of your large mana bar every level, so you can target very high level enemies.

After GG's geas, I did Jehora Jeheyu's, then Tikki Tooki's, Dracul's, and Taurog's. This was pretty dependent on what gods and items I found, so it may not work well for every run. Every geas can be a strong pick here depending on what will be reasonable to satisfy for your build. If you are struggling to hit 6 of them, PM -> JJ is a pretty easy pair, especially if there are high level shadow fiends to fight (although it skips a buff from another geas).
Vicious Dungeons - Mire's Heart [EE] (part 3)
After this, you'll need to take out the champions. They will be a lot harder than usual, so try to be close to a level up when you finish your geasa if possible - this will let you catapult one. You REALLY don't want to regen fight them (unless they are poisoned), so try to finish them off with spiking resources if needed. The biggest problem from their fights is that it will probably leave you with dozens of snare stacks - this isn't too bad at first (especially if you took TT's geas), but try to minimize them or clear them as much as you can before the Glowing Guardian form of Blaspheremer.

The Blasphemer fight itself plays pretty similarly to normal, at least at first. All of those geasa should make his early forms very easy to regen fight, besides the Glowing Guardian form. Try to save your spiking resources for later in the fight, when his stats get higher, and as usual use some indulgences to finish him off.
Vicious Dungeon - Seaside Fortress [EE] (part 1)
Difficulty
★★★★★★★★★★ (Vicious - 150%)

Enemies

Siren:
Attack: 100%
Health: 50%
Bewitch: 1 per 2 levels
Revives (as same level Siren (goop), without granting XP)

Siren (Goop): (Comes from Sirens)
Attack: 50%
Health: 100%
Magical attack
Serrated strike

Coral Snake:
Attack: 120%
Health: 100%
First Strike
Serrated Strike

Drowned One:
Attack: 75%
Health: 150%
Undead
Bloodless
Essence Drain 40%

Seafolk:
Attack: 120%
Health: 120%
Bewitch: 1

Siabrae:
Attack: 80%
Health: 100%
Undead
Magical attack
Bloodless
Death protection
Spawn plants: 1 per 2 levels (spawns strangling seaweed with 1 health, 0 attack, unstable, 100% deathgaze, first strike, no xp, bloodless, and magic immune)

Sea Sludge:
Attack: 100%
Health: 120%
Physical resist 50%
Curse bearer
Magical attack

Bosses
Seafolk Infantry: (Level 8)
Attack: 78
Health: 190
Revives (as ???)

Seafolk Librarian: (Level 8)
Attack: 109
Health: 190
Magical Attack
Special: Level 8

Seafolk Sneak: (Level 8)
Attack: 93
Health: 224
Cowardly
Special: Level 8

Seafolk Initiate: (Level 8)
Attack: 78
Health: 257

Seafolk Officer: (Level 9)
Attack: 94
Health: 231
Magic resist 50%
Berserks at 75%

Seafolk Spellweaver: (Level 9)
Attack: 94
Health: 231
Magical Attack
Retaliate: Fireball

Seafolk Infiltrator: (Level 9)
Attack: 141
Health: 190
First Strike

Seafolk Acolyte: (Level 9)
Attack: 70
Health: 231
Physical resist 50%
Fast Regen

Seafolk Hero:
Attack: 145
Health: 214
Death Protection (5)

Seafolk Necromancer:
Attack: 134
Health: 273
Life Steal 99%
Curse Bearer
Blinks
Magical Attack

Seafolk Strategist:
Attack: 100
Health: 273
Poisonous
Mana burn
Blinks

Seafolk Cardinal:
Attack: 112
Health: 392
Physical resist 25%

Tentacle:
Attack: Varies between ~70 to ~110, higher in later waves.
Health: Varies between ~400 to ~600, higher in later waves.
Massive
Some random traits from: First Strike, Unstable, Death-gaze 50%, Magical Attack, Corrupting Aura: 5, Magic resist 75%, physical resist 50%, ensare: 1, retaliate: fireball, bewitch: 1, death protection, and possibly others.
Special: Deals 1000 damage to the Storm Ruler when killed.


The Storm Ruler:
Attack: 999
Health: 9999
Massive (can't be moved)
Death-gaze 999%
Special: Does not regenerate


Gimmicks
This dungeon has a dense layout, like Grimm's Grotto, and instead of level 8 and 9 enemies there are many mini-bosses. There is also a seafolk named Shi'gus Deathhh, who has Pacifist and can be talked to. He will ask you if you want to take a voyage to stop the Storm King. When you say yes, you will immediately leave the main dungeon and enter a fight with the Storm King on Shi'gus's ship. He also tells you to rally his crew (the minibosses) by fighting them - each one you defeat will join you on your journey. They will greatly help, each fully healing you and taking a lethal blow for you. However, they are not strictly necessary.

Once you begin your voyage, you will end up on a large ship with all the recruited crew and the storm ruler at the helm. It cannot be directly attacked, but killing any of the 6 tentacles gripping the ship will deal 1000 damage to it. After killing 3, a new tougher wave of 6 tentacles will spawn and the ship will be reshrouded. The same will happen another time, and then after killing 3 in the third wave you can finally face the Storm Ruler, who will have 999 health left.

After defeating the Storm Ruler, Shi'gus will give you the Smooth Stone - a unique trophy item that holds 999 health and mana and can be freely used to swap your current health and mana with the health and mana in the stone.

Recommended Classes+Races
Orc Berserker, Elf/Orc Wizard, Orc Rogue

Strategy
Your goal in the main dungeon will be to a) reach level 10 and b) defeat as many of the minibosses as possible to fill out Shi'gus's crew. Luckily, they are XP valuable, so you can get some refills out of them. Figure out which ones are easiest for your build and start with those, probably at level 6 with a catapult to 7.

Otherwise, the dungeon is pretty standard but tough, copying Grimm's Grotto's brutal layout and a very high difficulty modifier. Once you have killed everything you can and done everything you want in the main dungeon, talk to Shi'gus.

During the Storm Ruler fight, you can take on a similar strategy of fighting whichever tentacles are easiest for you. You can use the crew for a refill and/or death protection if you run out of resources during a fight.

Make sure to have a way to kill the Storm Ruler. You will need some combination of a mana spike, crew for more mana and death protections, and other ways to deal w/ it like dodge or CYDSTEPP.

Quests
Complicated Tasks Pt. 9: Win as a Berserker and earn Unstoppable.
★★★★★★★★★★
★★
Winning as a Berserker here is actually pretty easy (a lot of the tentacles have magical attack and will be SUPER easy), but getting Unstoppable is quite tough - you will have to kill EVERY miniboss.

The magical ones will all be pretty simple, except necromancer who you will need some popcorn/another way to clear curse stacks for. The minibosses you will really have to watch out for are the Seafolk Officer (you'll need a way to deal with 141 damage physical hits), the Seafolk Infiltator (same), the Seafolk Acolyte (tough to damage and can't be regen fight but at least has lowish damage), and Seafolk Cardinal (good stats, physical resist although not prohibitively high).

Make sure to line up catapults for them if possible, and for the Officer/Infiltator reflex potions/quicksilver potions can be a big help. You can worship TT to get more of them, or JJ for generic stat boosts, or Taurog if you are willing to get even worse at casting for some better attacks.

If you can get Unstoppable, the rest of the dungeon should be a complete walk in the park since you have so many crewmates.

Completing this quest will unlock the Wicked Fuzz, a leveling focused potion which gives you XP boost for your next kill (same effect as IMAWAL) and your next hit inflicts Wicked Sick (+1 level).

Egotistical: Win and earn Egotistical.
★★★★★★★★★★
★★★
Coral snakes gain 25% magic resist, Siabrae gain 25% lifesteal and essence drain, sirens gan Unstable in their first form and DP in their second form, drowned ones gain 20% physical resist, sea sludge are unchanged, seafolk berserk at 50%.

The Storm Ruler has 12999 health and the tentacles have all around higher stats. You must kill 4 tentacles in each wave..

I used an Elf Warlord with Fido and worshipped Mystera then converted late game to GG here, but I'm not sure I can recommend that approach - it's strong for the storm ruler itself but struggles with the tentacles and is mediocre against the minibosses. A generally powerful striker build like Orc Rogue of JJ/TT w/ Namtar's ward might be better.

Disposable: Win and earn Disposable.
★★★★★★★★★★
★★★★
You are given a sloshing stone, which initially holds 999 HP and mana inside. Whenever you take damage, you swap your health with the health inside the stone (can overheal up to 150%), and when you spend mana you swap your mana (can overcharge to 150%).

This is worse than it sounds - trying to manage the stone to prevent your health or mana from being cut down midfight will use lots of blackspace. You'll need to plan ahead if you want to fight enemies with serrated strike, and try to leave low HP in the stone so you can clear the bleed quickly.

Your focus should be on beating as many crewmates as possible - I took out 9/12 on my winning run, and ended up using all 9 of them.
Vicious Dungeons - Seaside Fortress [EE] (part 2)
Any god that helps you with levelling will be nice here, since you want to get as high level as possible before you use up all the blackspace. I used Tikki Tooki and took learning ASAP, then started mostly killing L+1 enemies until I could spike one of the L8 bosses. After that, I took as many reflex potions as I could and swapped to Dracul to spike as many bosses as possible. Feel free to use any consumables if they help you take out bosses here - it will be worth it later.

Once you are done collecting crew, the storm ruler fight plays out pretty much as normal, except that it will be a bit harder to leverage refills and regen fight tentacles. Applying the usual strategies for this dungeon here will help, but mostly this part is just a test of how many crewmates you brought.
Triple Quests - An Overview
Triple Quests are a part of the Goatperson DLC. They can be accessed as soon as you unlock the Goatperson (I believe the trigger is unlocking half the gods?) 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 will unlock the item lottery - a late game tool which can help you fill out your locker and veto slots. You can pay 500 gold to fetch a random item (2 items if you have beaten 2 triple quests, 3 if you beat all of them), and you can keep paying to reroll at an increasing cost. The cost resets when you win a dungeon.
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 o 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.
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 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 this 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 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. 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 and you should have very amped stats from all of the charms you are carrying. 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.

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)
  • Witchalok 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 EXCELLENT 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 work.

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. 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 probably the toughest part of this triple quest to consistently win, although level 3 is scarier the first time you do it. 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.

Take on the magic immune boss first, and if you have any Tikki Tooki potions you can use them on it 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. 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 reach level 10 after Humility 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 fully 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 you'll unlock the full item lottery.

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 *very* consistently won and is much easier than the second level.
Special Questlines - Hunt for the Gilded Goat [EE] (part 1)
The hunt for the Gilded Goat is a special quest line introduced by the Extended Edition, where each quest is a cryptic clue that requires you to beat levels under special conditions. It is split into six parts - the first part can be initiated fairly early on in EE, although I'm not sure about the exact trigger for it so if anyone knows feel free to let me know.

The first clue is "Caged beneath the creeping white, Help this sacrifice take flight."

Don't continue reading if you don't want spoliers!

Hunt for the Gilded Goat, part 1 [EE]:
★★★★★★★★
The solution to this part requires you to beat Creeplight Ruins without killing the sacrificial goat, and then go talk to the goat afterwards. When you talk to the goat, a level TWELVE Frank the Zombie (102 attack, 900 health) will appear and block the exit, and he has to be killed to win.

This isn't very bad if you use a Halfling Priest - the late game health spike and bonus damage on 3 out of 4 bosses will help a lot. You'll just need to get some magic ability from somewhere for Anoobis 3. If you need tips, look at the section on Creeplight Ruins.
Special Questlines - Hunt for the Gilded Goat [EE] (part 2)
The clue for this quest is "Elven Fighters test your skill, Champion of quaking kill."

Don't read ahead if you don't want spoilers!

Hunt for the Gilded Goat, part 2 [EE]:
★★★★★★★★★★
For this part, you need to use an Elf Fighter to beat the Fighter Gold Challenge (the Quaking Arena). When you kill the final boss, an additional level 10 goat will spawn and must be killed - but this goat is vulnerable to a slayer wand!

I recommend prepping transmutation scroll, mana potion, schadenfreude potion, reflex potion, can of whupazz, and a slayer wand.

This one is quite tough and also requires a good amount of luck - mostly, getting BURNDAYRAZ early will really help. First, use your transmutation scroll to grab the sword in the corner of the map and use that to kill the level 2 monster. You should always be fighting higher level monsters unless you are killing popcorn for a level up. Don't waste any resources - if you are about to kill a level 4 monster and level up but you have enough mana for a fireball, go fireball the level 5 monster first so that it is damaged and you can kill it after the level up.

Use your slayer wand on the level 9 monster and leave the other slayer wand on the ground. You will need to save your death protection for the first boss. Use a can of whupazz to open on it, and then use fireballs until you are out of mana, then drink your reflex+schadenfreude potions and hit it and use fireball until you kill it. After that, pick up the Slayer Wand you left on the ground and use it to kill the second level 10 goat.
Special Questlines - Hunt for the Gilded Goat [EE] (part 3)
The clue for this part is "Killing all in faithless fun, Make this goat petrify none."

Spoilers ahead.

Hunt for the Gilded Goat, part 3 [EE]:
★★★★★★★★
Thankfully, this part is a bit easier than the last one. You'll have to win the Warlord gold challenge without leaving any monsters alive before fighting the boss, and you have to earn Faithless by not using any gods.

The main difficulty here is killing all of the revenants, the boss isn't too hard. The revenants do 999 damage, so by default you will need CYDSTEPP to kill them. Try to waste as little blackspace as possible - it's fine to kill low level enemies and use CYDSTEPP to kill their revenants if the mana regeneration would otherwise be wasted. Great spells to find are BURNDAYRAZ and IMAWAL, especially IMAWAL. Both of these can be used to eliminate revenants for less mana, and IMAWAL also gives you bonus XP. Smuggler's den as a prep helps as it removes some enemies from the main dungeon.

Special Questlines - Hunt for the Gilded Goat [EE] (part 4)
The clue for part 4 is "Agbaar's wimpy guard must slay, Rat king's not the boss today".

As always, spoilers ahead.

Hunt for the Gilded Goat, part 4 [EE]:

This is very interesting - this quest is for a puzzle! You'll have to go to the Agbaar's academy puzzle, Courting Death. All you need to do here is kill the goat and then read the sign that appear at the top.
Special Questlines - Hunt for the Gilded Goat [EE] (part 5)
The clue for this part is "Great lord, he who was first, In his sanctum bear his curse."

Spoilers ahead.

Hunt for the Gilded Goat [EE]:
★★★★★★★★★★
★★★★
This is the penultimate part of the hunt and it is definitely not easy. You will need to beat Vicious Gaan-telet, but with an extra difficulty - after reaching Horatio, he will inflict various debuffs on you before fighting him. The debuffs are Damned (can't worship, stops whatever worshipping you were doing but doesn't remove the effects of any boons), 5 stacks of Curse, 10 stacks of Weakening, and 10 stacks of Corrosion.

I recommend playing as a Vampire, since it is already the best class for VGT and the Vampire is already Damned anyways.

It's not much harder than a normal VGT run for a vampire, so read the VGT strategy tips. The only differences is that you will need to save a fortitude tonic and/or a burn salve for Horatio and you will need to save at least 5 monsters to kill before the fight. My suggestion is to ignore weakening until you get to Horatio - a bit of weakening is not a huge deal for vampires and it only really hurts you when it messes with your lifesteal cap. Corrosive is much more annoying. So after killing the golden statue, use a burn salve to cure corrosive and then you can buy another one for Horatio from the apothecary, but hold onto your fortitude tonic until the end.
Special Questlines - Hunt for the Gilded Goat [EE] (part 6, overview)
The clue for this part is:

"Caged beneath the creeping white, Help this sacrifice take flight.
Elven fighters test your skill, Champion of quaking kill.
Killing all in faithless fun, Make this goat petrify none.
Agbaar's wimpy guard must slay, Rat king's not the boss today.
Great lord, he who was the first, In his sanctum bear his curse.
Need a clue? there are no more. Solve this riddle, end our war."


Major spoilers ahead, of course.

Hunt for the Gilded Goat, part 6 [EE]:
★★★★★★★★★★
★★★★★★★★★★

If you read the capital letters in the clue, it spells out CHECK MARGINS. Go to your Kingdom and click around the margins, right to the left of the Alchemist - you should find a small green portal which will lead you to start a dungeon run in a dungeon called ???, with an Elf Transmuter.

This is a triple quest, so I will split it into 3 subparts - one for each level. The levels must be won in succession, and you carry over your inventory between levels. You can only choose preps for the first level, but you can carry them into later levels.


Special Questlines - Hunt for the Gilded Goat (part 6, subpart 1)
Difficulty
🟊🟊🟊🟊🟊🟊🟊🟊 (Triple - 140%)

Enemies
All common enemies.

Boss
The Goatkeeper
Attack: 0
HP: 777
Blinks
Magical Attack
Immune
Pacifist
Special: Can only be damaged when you have spirit sword active. When you damage it, it will blink away and surround you with up to 8 level 10 goats.

Gimmicks
The dungeon starts with a lot of generic Plants. There is one altar, dedicated to Mystera Annur. There are only 3 shops.

Strategy
I recommend prepping Whupazz+Reflex+Quicksilver+Fortitude potions, perseverance badge, more attack boosters, a Golemancy Scroll, black market, and quest items.

This dungeon is pretty tough and very gimmicky - with Mystera, once you find BURNDAYRAZ it shouldn't be too hard to level - however, the boss requires some special considerations. First off - leave the plants alone. You will thank me later.

It has fairly high HP and you can ONLY damage it when you have spirit sword active, so save all your glyphs for the boss fight. Focus on bolstering your max mana through mystera and try to get near a conversion threshold before the fight.

Once you are ready, you can cast spells to activate spirit sword and then drink your Whupazz and hit it (maybe not worthwhile? idk I'll have to see what comes later). On your second hit, you can use your can of reflexes. Every time you hit it, make sure there is a plant or weak enemy adjacent to you that you can kill to make a way out of the goat ambush.

Make sure to save BURNDAYRAZ for next stage, and the only potions you should use here are the reflex potion and the can of whupazz.
Special Questlines - Hunt for the Gilded Goat (part 6, subpart 2)
Difficulty
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊 (Triple - 140%)

Enemies
All common enemies

Bosses
Gharbad the - Whoah!: (Level 5)
Attack: 225
Health: 238
Death protection - 3 layers

Sir Digby: (Level 5)
Attack: 60
Health: 477
Weakening blow

Vince the Invincible: (Level 5)
Attack: 75
Health: 318
90% magic resist

Gimmicks
You play as a Goblin Tinker named Goldie Blox.

The map only has enemies up to level 4. There are no shops, potions, or glyphs. There are 3 altars, which are always Binlor, Tikki Tooki, and Jehora Jeheyu.

Killing any boss will spawn 6 random shops and 2 apothecaries near the entrance - you can do this twice, giving you a total of 12 shops and 4 apothecaries.

Strategy
This is a tough challenge and you'll need to think carefully about your approach. I recommend starting by worshipping Binlor and using PISORF to farm piety and then grab stone form and stone fist. Get to 100 piety and convert to Tikki Tooki. Then, take Learning and 1 poisonous strike and start levelling off of high level enemies, and then off of popcorn which should give you tons of piety to use on reflexes. When you start to run out of popcorn, you want to convert to another god - I converted to JJ and then desecrated Binlor for chaos form, but converting to Binlor for stone skin spam could also work, or if you don't have enough piety for chaos form you could use JJ's boosts.

For the bosses, you still want to have a lot of blackspace available - Binlor will help you with. Try to position Gharbad and Vince next to eachother - you can then push Vince into Gharbad to damage him until he is low enough for you to start stripping layers of DP. Feel free to use all of your magic resources - they won't be useful in level 3 anyways.

This should kill at least 1 of those 2 and give you tons of shops. At this point, as long as you have some blackspace left, Digby is quite easy - he has the regeneration of a level 5 monster so you can crush him with regen fighting and with your new items. It is up to you what you buy from the shops, but from the potion shops I would recommend 2 each of burn salves and fortitude tonics for level 3, or maybe 1 each and 2 health potions (it is up to you). In order to do this, you will need to buy the first two before spawning in the third and fourth shops - otherwise you can't buy the same potions twice.

For the next level, you need to think about what you want to bring. Defensive items are great (platemail, serpentine shield or vampiric blade should be instant buys) as are anything that helps with regen fighting (venom dagger, any damage boosting items, whurgarrbl). For glyphs, you definitely want to bring PISORF. BURNDAYRAZ is up to you - I brought it and it is somewhat useful but if you think you could use the inventory space for something better (like GETINDARE or platemail, but obviously not both) it is up to you. Don't bring HALPMEH!
Special Questlines - Hunt for the Gilded Goat (part 6, subpart 3)
Difficulty
🟊🟊🟊🟊🟊🟊🟊🟊🟊🟊
🟊🟊🟊🟊🟊🟊🟊🟊 (Triple - 140%)

Enemies

Banker:
Attack: 90%
Health: 100%
Undead
Corrupting Aura: 1 per 2 levels
35% resists

Greed Demon:
Attack: 100%
Health: 80%
20% lifesteal
20% essence drain
Blinks

Mercenary:
Attack: 120%
Health: 120%
Fast Regen

Lost Ancestor:
Attack: 110%
Health: 90%
100% knockback
50% physical resist
Magical attack

Shepherd:
Attack: ???
Health: ???
Cowardly
Magical Attack
Spawns (a same level specter with 999 attack, 1 hp, first strike, no XP, bloodless)

Golden Guardian:
Attack: 70%
Health: 150%
Corrosive
Weakening
33% protective blessing

Bosses

Gilded Goat (1):
Attack: 100
Health: 1000
Special: Between each hit, he alternates between having 90% resists and 0% resists

Gilded Goat (2):
Attack: 100
Health: 1000
Ensnare: 3

Gilded Goat (3):
Attack: 100
Health: 1000
Fast Regen

Gilded Goat (4):
Attack: 100
Health: 1000
Fast Regen
Ensnare: 3
Special: Between each hit, he alternates between having 90% resists and 0% resists. Also, every time you remove around 100 max HP he summons a Gilded Guardian to his side from the 8 at the top of the arena.


Gimmicks
You play as an Orc Crusader named the Black Knight. You start worshipping Dracul and you begin with 100 piety. There is also a second altar, dedicated to the Pactmaker.

The main dungeon has no boss and a single subdungeon. There are no shops, glyphs, potions, or gold. Descending into the subdungeon brings you to an arena with the same layout as the Naga City arena - your altars come with you but you can't go back.

The Arena has a goat in each corner, going from levels 1 to 7, like Naga City, and is mostly shrouded. The gilded goat is in the center - killing him will spawn his next form, spawn 4 more goats, and reshroude the interior of the arena. This repeats until you kill his 4th form.

Strategy
This is a tough dungeon, but at this point you should be insanely loaded up with items from the second map. You also start with enough piety to immediately grab some powerful Dracul boons.

You can choose to either go full lifesteal (you can definitely get at least 3 stacks of lifesteal, and probably 4 if you avoid some Bankers) or to balance lifesteal and resistances. I went with 2 stacks of lifesteal, bloodshield and a late body pact to get to 25% resistances. With 4 lifesteal, you take 60 damage from GG, and with 2 lifesteal and 25% resists, you take 55 damage from GG. However, you don't get to steal as much health from all the goats and guardians so it balances out. If you have lots of damage reduction (like platemail), definitely go with 4 lifesteal.

Alternatively, if you brought dragon shield, you could do 1 lifesteal and 45% resists - that would result in you taking 45 damage from GG each hit but even less lifesteal from the minions. It's really up to you!

The levelling phase here isn't too bad since you should have lots of powerful items. Avoid higher level bankers and don't kill Golden Guardians unless you can do it without getting debuffed - PISORF can help you move them around. All other enemies are fine, although you might want to leave the Greed Demons alone until you've explored most of the map as they might blink into the blackspace.

For the boss fight, you should be able to regen fight him - for the first phase, BURNDAYRAZ or PISORF can help you get around his alternating resistances and BURNDAYRAZ can also leave him burning.

The fourth phase is the hardest. You should try to save lots of potions and piety for it. You can kill the first few guardians he spawns and then use fortitude+burn potions to clear the debuffs. For the final few he spawns, I would recommend pushing them away with PISORF unless you have more debuff clears available.

Good luck! If you win here, you unlock something neat ;)

Appendix A - Races
Races
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.

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.

Dwarf:
CP Bonus: +1 max HP per level for 80 CP
Unlock: Defeat Venture Capital in Venture Caves
Tips: Dwarf is often a lackluster choice compared to the other races, but that doesn't mean they can't be powerful. Like elves, dwarves increase your maximum potential but aren't a very good choice for regen fighters. They are at their best in long dungeons with lots of health refills and without an emphasis on regen fighting. They can also be a good choice to make up for a lack of health on a low health class or against a high damage boss.

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.

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.

Orc:
CP Bonus: +2 base damage for 80 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 are often considered the most powerful race and can be very useful with just about any class or dungeon, although they aren't always the best choice. They 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.

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.
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 see the location of all same or lower level monsters
  • Veteran: +1 XP from every kill and -10% XP needed for each level
  • Pit Dog: Starts with 1 layer of death protection
Unlock: Upgrade the Guild for 150 gold
Recommended races: Any
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 quite weak in long dungeons where you would be reaching level 10 anyways.

Berserker:
  • Bloodlust: +20% bonus damage against higher level enemies.\
  • Mageslay: +20% bonus damage, glyphs cost 2 more
  • Spellkill: +50% magic resist
Unlock: Upgrade the Guild for 1000 gold
Recommended races: Orc, in very very long dungeons you might prefer Human and if you desperately need a spike 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 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: Orc, Gnome, Elf
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: Orc, Gnome, Elf, sometimes Human
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: Orc, Gnome, Elf, sometimes Human or Dwarf or Goblin
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.

Magician [EE]:
  • Prestidigitation: Start with WEYTWUT
  • Smoke and mirrors: +20% bonus damage and heavy fireballs (doubled damage and instantly caps burning stacks) against slowed enemies
  • Flash: Converting a glyph slows and removes debuffing abilities from all adjacent enemies and bosses (bosses can't have debuffing abilities removed!)
Unlock: Upgrade the Mage Tower for 3000 gold
Recommended races: Orc, Gnome, Elf, sometimes Human
Tips: Magicians are the new mage class introduced by EE. They have a unique approach which combines WEYTWUT and BURNDAYRAZ. WEYTWUT is a strong glyph to start with as it lets you immediately start slowing enemies for bonus XP, and it can be used to circumvent problems in certain dungeons. Once you have slowed enemies, you get MUCH stronger fireballs against them and slightly stronger physical attacks (that's mostly useful for finishing off popcorn, the fireball boost is definitely much stronger for most combat). In addition, because this causes burning stacks to instantly be capped, your subsequent fireballs will be noticeably stronger as well. This is quite strong but WEYTWUT is a fairly expensive spell and you won't always have enough mana to slow every enemy before fighting them, and it's not usually mana efficient to WEYTWUT an enemy mid combat.

Flash is a very interesting ability with multiple uses - in dungeons with lots of debuffing enemies, you can use WEYTWUT to clump them together and then stand in the middle of them and convert a glyph to strip their debuffs. If you want to get the most out of it, you can also fireball one first and it will be reslowed when you use flash. Flash can also be very useful for boss fights - you can convert a glyph between each fireball so that you can always be doing double damage.

Magicians synergize well with Mystera Annur (who gives them lots of piety and discounts both BURNDAYRAZ and WEYTWUT), the Earthmother (who can slow enemies midcombat and can preslow the entire map before you fight any enemies, and you can refill your mana and corrode enemies) and Jehora Jeheyu (who gives you lots of piety, can buff your mana bar, level you up and strip enemy resistances).

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, sometimes Goblin
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 races: Orc, Dwarf, if you are in like VGT maybe Human
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, but if you still want high damage 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 races: Orc, Goblin, if in a long dungeon Human
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.

Spy [EE]:
  • Infiltration: Whenever you reveal a wall, scout the perimeter of the entire chain of walls. You can teleport to scouted tiles that aren't stairs
  • Gadgets: Picking up a booster gives a temporary bonus for that level as well as the permanent bonus (attack boosters give +4 base damage, health boosters give +10 max health, mana boosters give +2 max mana), and all boosters start off scouted
  • Intel: Scouting reveals all information, and wasteful exploration gives you a temporary buff (every tile of wasted exploration gives +1 strategy or +2 if you wastes mana and health, each point of strategy boosts your next damage by 1 per every 2 levels but you lose 4 strategy stacks, strategy caps at 10)
Unlock: Upgrade the Thieves' Den for 3000 gold
Recommended races: Orc, Human, Gnome, sometimes Halfling, sometimes Elf
Tips: Spy is a very unique class. Her main benefit is information - she can see a ton of information about the map without having to use up her blackspace. Because she can teleport, she can carefully pick her targets without having to explore everything in between. Her other main strength is Gadgets - she can use their bonuses for a strong temporary power spike, either for faster levelling or for powerful boss fighting. She can work well anywhere as long as you adapt your strategy.

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 races: 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 races: 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 races: Orc, Human, Halfling, Elf, Gnome
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)

Heretic [EE]:
  • Indulgent: Indulgences are never spent, gain 1 base damage, 2 max health, and 0.5 max mana for each indulgence you have (you can get up to 6 by desecrating 3 altars, any more won't give you more indulgences)
  • Blasphemous: Gain 3 CP for each piety point lost due to angering gods, immune to punishment
  • Obscene Mission: Scout all altars, cannot convert or desecrate, when you level up while worshipping a god you auto-desecrate their altar and lose all piety
Unlock: Upgrade the Church for 3000 gold
Recommended races: Orc, Human, Halfling, Gnome
Tips: Heretic entirely changes up your usual approach to gods. Instead of a long term resource, gods are a resource you plan one level around using and squeeze as much out of as you can. Each god requires a different approach, and some are more suited to focusing on quickly grabbing boons, while others you will be better off focusing on getting CP by angering them.

I'll go through each god individually:

For glowing gaurdian, this is a great god for squeezing boons out of. Join at an early level if possible - as early as level 2. Kill undeads to get enough piety to grab Humility and maybe a few stacks of absolution. If you can't join early, you can hop in late to use protection for some high level kills, but early is better so if you see a GG altar make a beeline to it!

For jehora jeheyu, you can join late (around level 7 or 8) near a level up to avoid minor punishments and then grab the health and mana boosts. This is a great god for heretic, as you don't have to deal with earning 45 piety for petition.

For the earthmother, you can join anytime and (if later in) use plantation and then the various buffing abilities or mana refill ability. Make sure to use entanglement once, it is EXCELLENT value for 5 piety! This is a good god to worship early since she always gives you a flat piety on worship, her boons (especially vineform and entanglement) help a lot early, and after worshipping she leaves you with IMAWAL and plants to petrify for free bonus XP. You can potentially get a TON of CP out of her, as it is easy to get and lose lots of piety.

For dracul, join in the lategame to get lots of piety and take either a couple stacks of sanguine or sanguine and lifesteal. Note that using blood curse will NOT desecrate the altar, so you can use it to get some more piety and all of the boosts it provides (increased BURNDAYRAZ damage, improved regen, more lifesteal) if you are done levelling and will not reach level 10.

Tikki Tooki has a lot of options. You can join pretty early (level 2 or 3) and kill popcorn to grab Tikki's Edge and Poison, or you can join late to get a TON of piety from popcorn and get lots of potions.

The pactmaker still works with obscene mission. The level after you make a pact, you will desecrate the pactmakers altar. You can't get much out of the pactmaker itself since you will only have one level, but consensus can help you get more out of other gods!

Binlor is a pretty strong god early on since you can get a lot of piety while exploring by breaking walls. His stone fist boon is especially valuable for a long term buff, and stone form can be useful too.

Mystera annur is best used in the late game, as she will give you lots of piety if you have been using spells. Many of her boons are good to buy - mana up is a lot of value for 5 piety, mystic balance is great for BURNDAYRAZ/CYDSTEPP/WEYTWUT users but very expensive, restoration is always good (especially if you will fight the boss while worshipping mystera), and a second mana up is still pretty useful if you don't have enough piety for restoration/balance.

Taurog is easy to get plenty of piety with whenever you worship him. You probably only want one boon, and it's whatever resistance you need for the boss. Maybe get both resistance items in long dungeons. Use spells to get free CP while worshipping him as you will get more piety than you need unless you are going for both items.

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 Races: Orc, Halfling, if you are doing VGT maybe Human
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: 3 CP when you cast a glyph
  • Dungeon Lore: Start with LEMMISI
  • Spirit Sword: Whenever you hit the CP threshold, your mana is drained and you get temporary base damage equal to your level plus 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 Races: Orc, Human, Elf, sometimes Goblin
Tips: Transmuters can get a lot more CP than other classes, so they really depend on your race choice. An Elf transmuter can get lots of mana (and therefore very powerful spirit sword), an Orc transmuter has a very powerful early game and always has strong attacks, a Human transmuter can get insane attack in the long term, 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 races: 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.

Bard [EE]:
  • Centre of Attention: Starts with WONAFYT. WONAFYT bypasses magic resistance and inflicts Ticketed whenever it slows an enemy. You gain 4% resists per ticketed enemy per enemy level and +1 base damage per ticketed enemy. Whenever you damage a same level or higher enemy, all of your lowest level Ticketed enemies lost Ticketed
  • Show Goes On: You regain 1 mana for every 3 health per level you lose
  • Encore: Restore 3 health per level every time you kill an enemy
Unlock: In a subdungeon in the Extreme Edition North, you can find a bard along with an enemy, separated from you by a river. You will need both WEYTWUT and WONAFYT. WEYTWUT the enemy, then cast WONAFYT to bring the enemy to you and speak to the Bard to unlock him.
Recommended races: Human, Orc, Halfling
Tips: The bard starts with WONAFYT, but his approach to the glyph is a lot different than most. Once you WONAFYT and enemy, they are slowed, so it is hard to ticket them again - you want to leave some low level enemies around and unslowed for when you are higher level. Then, you can ticket all the high level enemies until you have very high resists, and then ticket low level enemies one at a time to protect your high level crowd.
Appendix B - Standard Classes (part 4)
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 10% 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 races: 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.

Blacksmith
Abomination [EE]:
  • Earthen Magic: Start with IMAWAL. Casting IMAWAL on an empty space creates a plant and gives you +3 damage reduction per level until you take damage. Petrifying either a plant or monster gives you +2 base damage per level until you attack
  • Seething Blood: Casting a spell while at or above full health overheals you by 10%, you gain +1% bonus damage for every point of health overhealed
  • Unstable Mutation: Levelling up requires 40% more XP, every time you level up gain resistant (blocks debuffs from one attack) and overheal to 150% hp
Unlock: A subdungeon in Shadow Bog. You need to kill a plant with high riposte and lifesteal to reach it.
Recommended races: Orc, Dwarf, Human for very long dungeons, Goblin for short dungeons
Tips: Abominations are an interesting class with a ton of potential power, but a harsh XP penalty. They will need to make use of IMAWAL to make up for this - but if they can reach a high level, the combination of tons of damage reduction, health, base damage, and bonus damage can make them unstoppable
Appendix C - Monster Classes (part 1)
Monster classes are classes with a unique, fixed race.

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, scouts all tiles in a 5x5 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!

Troll [EE]:
  • Troll Fear: Gain DP every time you explore 6 tiles, all monsters have +10% knockback
  • Troll Body: Resistances are capped at 35% instead of 65%, -30% bonus damage
  • Troll Brain: When you lose DP, reshroud the furthest 3 tiles
Conversion bonus: +1 health regen for 60 CP
Unlock: Complete the Fee-Fi-Fo-Fum quest line in the Extreme East.
Tips: The Troll is EE's first (and sort of only, currently) monster class, with a new approach to regen fighting. Trolls are the only class capable of making their own blackspace, given them up to an extra 50% to work with if used carefully. Trolls can regen fight enemies with high damage using their death protection - they are guaranteed to get a hit in every six tiles. If they can boost their regen with CP, they can bring that to multiple hits every six tiles (and remember that they only actually uses 3 tiles since you get 3 back!).

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 a fill inventory slot, -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 probably never an optimal choice - but I think in the average dungeon it is a bit easier than the 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.

Spoilers ahead for some VERY late game Extreme Edition content.

Bank

Guard [EE]:
  • Unimportant: Can't be used on undefeated challenges
  • Unofficial: Not counted or needed for completion
  • Unleashed: Starts with the Spoon of Heroes, giving you +1 base damage and 3 random traits from any random classes
Conversion bonus: Guards are always Human, so they always get +10% damage for 100 CP
Unlock: After defeating Disposable Gaan-Telet and some Disposable non-EE Vicious Dungeons, you will unlock Disposable Vicious Gaan-Telet. Win to unlock this class!
Tips: The Guard is like a class randomizer - it's just for fun, it doesn't count towards completion. Some traits that would not work well alone, like Vampire's Damned or Monk's Hand to Hand, are excluded, but you can get most traits. The Spoon of Heroes tries to give you a fairly balanced setup - you won't get 3 amazing traits or 3 terrible traits.
Appendix C - Monster Classes (part 2)
Blacksmith

Djinn [EE]:
  • Ascended Mind: Max mana starts at 6, reset to 6 each level up, glyphs start at 0 cost and increase by 1 each cast.
  • Command Essence: -1 base damage per level, +20% damage bonus until next attack from each unique spell cast, +25 CP on equal or higher level kills.
  • Arcane Siphoning: Converting a glyph with >0 CP drains all of its CP and returns the glyph, start near 3 glyphs.
Conversion Bonus: All glyphs reset to 0 cost for 100 CP.
Unlock: Finish the Djinn's egotistical quest line, which begins in the Extreme West.
Tips: Djinn is a unique and powerful caster, with a very different approach to glyphs than other classes. Djinn has extremely strong spiking potential with it's magic - it can cast spells for free or very cheap, letting it use a ton without regenerating mana. Additionally, using a variety of spells will give you strong physical attacks. As Djinn, it is critical to get as many glyphs as possible because it will stretch your mana further and give you better attack - you can even get multiple copies of the same glyph using gods, which will have different costs.
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 base game and another 6 (sort of 7) in the extended edition. There are 11 badges in the base game and another 3 in the extended edition.

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. This is automatically earned on any vampire run since vampire can't worship.

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 sorceror, 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. You'll want to use a class with a powerful late game that isn't dependent on potions, like vampire or wizard. Keep in mind that only health and mana potions invalidate this - you can use other kinds!

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 for 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.

Curious [EE]: (rewards 500 gold for the badge and 250 gold for the investigation)
Complete an investigation. Has you run through a modified version of the dungeon, with each dungeon having their own modifications. No general tips for this, but I list every curious mission I have completed in the dungeon guides.

Scrooge [EE]: (rewards 500 gold and an extra 300 from the boss kills)
Throw a party and kill all the guests. Adds a large subdungeon to the end of the dungeon that contains all 12 common bosses with the same difficulty modifier as the main dungeon. You will have to kill all of these bosses to earn the badge, but they come with a lot of blackspace and each one drops 25 gold. You can still leave the dungeon and win if you can't kill all the bosses, you just won't get the Scrooge badge! This a good badge to bring in when you are on a run you know you can win and you want to farm some gold - even if you can't kill all the bosses, every one you DO kill will drop 25 gold, meaning that if you can kill at least 2 it pays for itself. And if you kill them all, you are getting 800 gold!

Disposable [EE]: (rewards 50 gold from the badge and an extra variable from the job)
Win the run as a Human Gaurd with some... unique items. The items vary from dungeon to dungeon. Read the dungeon guides for tips on these. These can be quite lucrative - some of the harder ones rewards thousands of gold!

Egotistical [EE]:
Win the run with a harder set of enemies and bosses. Read the dungeon guides for more specific info (mostly on the bosses) and tips on these!
Appendix E - Preparations (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.


Disintegration Wand [EE]: (8 gold - unlocked from Magical Mystery Tour part 1 in Exile's Path)
Use to destroy a wall and deal 6 irresistible damage per level to all adjacent enemies (can't kill).

This is an interesting prep that I haven't really gotten the hang of yet. It suffers from the same problem as slayer wand, which is that it is only really useful at high levels but it takes up a full inventory slot with no benefit until then. However, it has the potential to be quite powerful, especially in a dungeon with lots of tough enemies (like Shadow Bog) and if you are playing a build with good positioning abilities (Magician or a JJ worshipper).

Insight Wand [EE]: (10 gold - unlocked from Magical Mystery Tour part 2 in Goblin Settlement)
Use on anything to scout similar objects. (E.g., using on an enemy will scout all bosses and the 5x5 area around them, using it on a wall scouts a good number of walls, using on a boosters scouts a 3x3 area around all boosters)

Another interesting wand I haven't experienced much yet. Unlike the other two, this one is best used early, so you don't have to lost out on an inventory slot. There are a lot of potential uses for this - scouting random bosses, finding glyphs, finding boosters, scouting altars - it seems most useful for dungeons with a tough early game where finding an early glyph or altar can really help.

Mystic Contract [EE]: (20 gold - unlocked from Magical Mystery Tour part 3 in Goblin Settlement)
Spawns 2 mystic shops in the dungeon, which sell all 3 wands.

This is a cool prep which can help get around the lost inventory space that wands suffer from, at the cost of a little bit of in-dungeon gold. This seems good anywhere you would want 1 or 2 of the wands and have some spare gold.

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.

Dispersion Seal [EE]: (23 gold - unlocked by beating Endless Blizzard)
Small item, use on a booster to gain a temporary benefit. (Attack boosters give +100% damage and +100% dodge and poisonous 10 on your next attack, health boosters overheal you to 150% and block all damage from one attack, mana boosters immediately refill your mana and cause your next cast to overcharge mana by their cost capped at 150% instead of draining it)

This is an interesting seal which can provide a VERY strong spike (either a health, mana, or damage spike depending on the booster), but you lose out on both the long term benefits of the booster and the benefits of other seals. It is best in dungeons with a relatively easy (and probably short) early game but a tough boss that requires a powerful spike.

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

Bank
Boss Parade [EE]: (42 gold)
Invite a parade of bosses for the chance to earn the Scrooge 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.
Appendix E - Preparations (part 2)
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 Whupaz: (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).

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.

Membership [EE]: (22 gold) (unlocked by beating Errand Boy part 3 in Lekon's Table)
A small item which grants you a 15% shop discount.

A solid prep for dungeons with limited gold - especially on a character like Thief. Useful for triple quests, since this is one of the only two Bazaar preps which you can bring between levels.

Return Wand [EE]: (11 gold) (unlocked by beating Errand Boy part 3 in Lekon's Table)
An item which can be used to reroll a shop for 2(+2 stacking) gold.

A good prep for dungeons with TONS of gold - great for scrooge runs. Lets you get a perfect build as long as you have tons of gold. Unfortunately, it also takes up a large item slot.

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.
Appendix E - Preparations (part 3)
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).

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 currently have lockered.

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 sorceror 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 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 dependant 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)!

Eclipse Stone [EE]: (30 gold) (dropped by the Dark Beneath in Exile's Path)
Grants +30% resists but -30% bonus damage. When you attack, the effect changes to +20% bonus damage and +2 fireball damage per level. When you cast BURNDAYRAZ, the effect changes back.

An interesting item which can be quite powerful for hybrid builds. The shadow form effect is usually worthwhile, and the light form effect provides a large buff to fireballs (+50% damage!). Try it out on a sorceror!

Frozen Crown [EE]: (50 gold) (dropped by Cocyteon in the Endless Blizzard)
-3 fireball damage per level, but fireballs inflict 2 burning per level and the burn cap is tripled.

An item with a very noticeable downside, this is usually only good for pure spellcasters. In order to gain damage from this, you have to cast 3 or more fireballs in succesion - otherwise you are usually losing a bit of damage. However, for long mana spikes, this is a significant damage buff (often around +40-50%). Magicians have a special affinity with this - because their heavy fireballs instantly max burning, as long as the enemy they fight starts out slowed they are always gaining damage from this, so try it out with a Magician if you are new to it.

Golemancy Scroll [EE]: (50 gold) (dropped by the Jealous Apprentice in the Flooded Foundry)
Whenever you kill an enemy, you gain +20% resists until you next take damage and might (+30% damage and erode 3% resistances on your next attack, doesn't stack, same effect as BYSSEPS). Small item.

This is a powerful all around prep which feels similar to the Dragon Shield - it is also small, which is quite nice. If you can preserve lots of popcorn, this can really help against the boss, especially against bosses with resists.

Shadow Heart [EE]: (20 gold) (dropped by Elisssa in Phantom Citadel)
Gives +1 regen for health and mana, but prevents you from worshipping gods.

An interesting item with a big tradeoff but a big benefit - obviously great for Faithless runs. This item DOUBLES your mana regen, letting any character regen fight with fireballs as if they were a chemist. This works great for spellcaster classes - try it out on a Wizard!

Fido [EE]: (30 gold) (dropped by Victroll Trollenstein in Troll Laboratory)
Gives +1 base damage and the Schadenfreude effect whenever you level up, but your health is not refilled. Can be used to consume it for death protection and the transmuter spirit sword effect.

A powerful item for hybrid builds - gives lots of damage and tons of mana refills, but you have to give up health refills. Try it out on a sorceror or other hybrid character!

Fang Talisman [EE]: (50 gold) (dropped by Wih'doh Qu'ween in Abandoned Nest)
Small item which causes your melee attacks to inflict the drained status effect. This removes 80% of an enemies max health until you damage another enemy, but only 20% for bosses.

This is a VERY powerful item for regen fighters during the leveling phase - it's like having 99 poisonous attack. The only problem is it doesn't do that much against bosses, but it helps so much with levelling that it doesn't matter. Try it out on a Troll if you have the class!

The One Horn [EE]: (30 gold) (dropped by the Sacrifice in Lekon's Table)
Can be used once per level to convert an enemy into a chosen goat, giving you +0.5 base damage per enemy level and +3% bonus damage per enemy level until you level up. You can attack the chosen goats to consume them and restore 10% max health per goat level, but they get to damage you first.

I haven't quite gotten the hang of this item yet, but it is interesting - you give up some XP for temporary damage boosts and a bunch of health refills. I think you would want to save a level 9 enemy to convert for the boss fight for that +4 base damage and +27% bonus damage - other than that, you probably mostly want to convert low level enemies unless you need a damage spike.

Crystal Ball: (20 gold) (this is just a quest item you can buy)
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!

Titan Guitar: (50 gold) (can be found in a subdungeon)
Prepping this destroys almost 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!
Appendix E - Preparations (part 5)
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!

Cursed Cutlass [EE]: (20 gold) (this is just a quest item you can buy)
+5 base damage, attacks erode 3% resists, every time you level up get 1 curse.

A good prep for fighting bosses with lots of resists - also helps out with the early game as it doubles your damage at level 1. As long as you can deal with 9 curse, it can be a good prep!

Severed Tail [EE]: (10 gold) (dropped by The Blasphemer in Mire's Heart)

After the first level, level thresholds start at 4 XP and only increase by 2 each time, instead of starting at 10 and increasing by 5. It also gives you 1 prestige stack on level up. However, your level only actually increases (including stat gains, regen, fireball damage, etc) when you have more prestige stacks than your current level - otherwise, you just gain another prestige stack. Additionally, you have a permanent XP buff, like the one IMAWAL gives (this cannot be stacked with IMAWAL). This is a large item and cannot be converted.

This makes levelling slightly slower and prevents you from using IMAWAL to speed it up, but gives you WAY more refills, letting you get repeated level up catapults. It synergizes well with fighter, who will have an even easier time getting catapults with this. It also works very well with Glowing Guardian, who will give you TONS of piety from the levels you gain, and Humility doesn't reduce your prestige so it's easier to get back to the level you were when you used it. It's dangerous to use with Binlor for similar reasons and not great with Earthmother since you won't get as much benefit out of the IMAWAL glyph she gives. However, overall, the extra refills it gives you are VERY strong and it makes a great prep, especially for dungeons where you won't be able to regen fight much.

Hilariously bad with goatperson.


Sensation Stone [EE]: (30 gold) (dropped by The Storm Ruler in Seaside Fortress)

The stone is a large item with 150(!) CP. You can click on it to swap health and mana with the values stored in the stone. It starts with 999 of each, but unfortunately you are only able to have up to 150% health and mana usually so you don't actually get 999.

This is a potentially very powerful item for strikers - it's similar to doubling your max health and mana, since you can refill the stone out of combat by regening then swapping with it. It has some other nice benefits as well - it lets you manipulate your health to mostly neutralize bleed or to use CYDSTEPP while at low health. Because of that, it's quite strong on Rogue, or on any other striker.
12 条留言
Tonalnan 2024 年 8 月 14 日 上午 1:08 
Is Extreme Edition compatible with Steam achievements?
Radagast the Brown 2023 年 5 月 2 日 下午 3:31 
Titan guitar is honestly kinda overrated, you can make do equally well with just a bear mace and getting something better from the good preps. Even labyrinth was a cake with all 3 classes on first try with the mace. Its enough to never get trapped.
hornetcorset 2022 年 6 月 28 日 下午 9:25 
@laberca Just now, I beat the Matron of Flame, while carrying the Vicious Token, using more or less that technique. The main difference is that I prepped Gloves of Midas and a Compression Seal instead, mostly because I don't actually have the Fabulous Treasure in my lockers. As a result, I had to get to level 3 or 4 before I was able to afford my second Tikki's Edge.

And I'll freely admit, I also got quite lucky in several ways. Most notably, the WONAFYT glyph was actually between the spawn point and Tikki's altar. That's part of why I decided to prep Extra Glyph for my Mage Tower preparation, but that was still very lucky.
mouzy  [作者] 2022 年 6 月 27 日 下午 6:38 
Oh I've never tried that, thanks! It sound pretty effective for dungeons without rough lategame content.
Longdall 2022 年 6 月 18 日 上午 6:33 
The reason to have Fabulous Treasure stored away for prepping isn't for dungeons with low money. It's because it's part of the Vicious Token Special combo (because VT makes killing monsters even one level higher difficult (especially at the start), and it's a \way to get around that).

Prep: Goblin Assassin, Tikki Tooki, Fab Treasure + Transmutation. Join TT right away and give him lots of cash from transmuting the treasure to buy two levels of learning right at the start (a balanced dagger that works on everything). Convert a glyph off the ground to use the goblin ability to get you to level 2 and use your back stab on lower level monsters to climb levels. Piety will come quickly... buy TT potions and/or convert out for the bosses (the only monsters you attack face to face).
hornetcorset 2022 年 5 月 10 日 下午 7:04 
Thanks!
mouzy  [作者] 2022 年 5 月 10 日 下午 6:09 
The Extreme Edition is a mod which you can get here: http://ddmod.weebly.com/

Highly recommend it if you enjoy the base game, it's really well made!
hornetcorset 2022 年 5 月 6 日 下午 7:39 
Whoa, whoa, wait, hold up! What's this "Extreme Edition", and where do I go to give QCF Design more of my money?
mouzy  [作者] 2021 年 10 月 2 日 下午 3:14 
Oh good point, the transmuter has a built in infinite there. There are quite a few ways to get infinites in that quest - JJ for example gives infinite piety (as does Earthmother if you can break walls) so Heretic can also get infinite conversion points there.
thatothersting 2021 年 8 月 24 日 上午 7:23 
For the Curious badge in the Eastern Tundra, the easiest way to beat it consistently (and you should absolutely pair this with the Boss Parade option because it'll genuinely be THAT easy) is to use the Transmuter. Infinite blackspace means infinite Conversion Points, and thus infinite attack bonus, mana, base damage, healing / mana potions, or simply standing on top of the Glowing Guardian's altar and forcibly leveling yourself to 10+ without ever leaving the opening area. Ideally you keep the boss in your sights if you do the last one, and prep the Martyr Wraps to ensure he's got plenty of nastiness splattered on him, but it literally doesn't matter what race you choose so long as it's not the dwarf. All of them have their ways of completely trivializing the boss, some obviously being easier than others.