Desktop Dungeons

Desktop Dungeons

192 Bewertungen
Desktop Dungeons Achievement Guide
Von Omnisciurus
The one and only guide for unlocking all achievements in Desktop Dungeons!
4
   
Preis verleihen
Favorisieren
Favorisiert
Entfernen
Introduction
Welcome to this rather lengthy guide for unlocking all achievements in Desktop Dungeons!

I decided to make an achievement guide before I even started playing the game. Because of this,
I made a lot of notes during my time with the game and kept a close eye on achievements to
find out the best and easiest way to earn them. I've also written this guide in the form of a basic
strategy primer to hopefully help new players get over the initial hurdles of the game.

First things first: this is not a game for people looking for an easy 100% completion. It requires a large commitment of time and the willingness to learn a ton of game mechanics. Desktop Dungeons is difficult, often devilishly so. The learning curve is steep and can feel insurmountable at times. And there are no shortcuts other than improving your skill by actually playing the game. Unless you already have a ton of experience with the game from its free "alpha" and "beta" days, new players can expect a minimum of 150-200 hours in order to get all the achievements done.

That's not to say you should avoid this fantastic game. On the contrary, it's really, really addicting. Plus, the sheer amount of content in Desktop Dungeons is staggering. The number of dungeons, quests, puzzles, challenges, etc. can actually appear overwhelming. Even if you try to systematically beat every single quest that the game throws at you, often two new quests appear in their place. Even after 250+ hours, there are still several more quests to beat, items to find and bosses to kill.
Overview
The achievements in Desktop Dungeons are quite unique. Instead of most other games, where achievements simply pop up after you complete a mandatory story-related quest, kill X enemies or find X collectibles in a level, nearly every single achievement in Desktop Dungeons introduces an important concept of the game that the player must master before even hoping to earn that glorious Guildmaster achievement. Because of this, a single line or two to describe the solution for each achievement is insufficient. If you've already played this game, you know that actual solutions are much more complex than that.

Like I said before, this is NOT an easy game. It's likely that you will still be struggling to beat even the normal difficulty dungeons about 10-20 hours into the game. However, although the individual dungeon layouts are randomly generated, once you start a dungeon run, there is no real random element in the game that could "screw you over". Luck is of course involved, such as which enemies appear in the dungeon, which items you encounter, etc. But the actual combat itself is purely strategic, meaning that you can calmly plan every fight beforehand and be 100% sure that the result will be as intended.

The achievements are listed roughly in the order of their rarity, as it's likely also the order you'd unlock them while playing through the game normally. Since your options in the game are fairly open, there is no strict order that you need to do them in. There are no missable achievements.

One last thing to mention is the Desktop Dungeons wiki, which includes a wealth of information, such as basic strategies for each hero class and race, suggested class and race combinations, comprehensive info on all the deities, Explorers' Guild puzzle solutions, a list of items, subdungeons and more. Whenever you want to look up something related to the game, the wiki is your best bet.

With all that out of the way, let's hop into the achievements!
Achievements (part 1)
Monster Masher

Kill an enemy one level above you (any standard dungeon)

In Desktop Dungeons, you begin each dungeon run with a new level 1 hero. The enemies in the game range from levels 1-10. Virtually every successful strategy requires you to constantly kill enemies who are higher level than you and avoid fighting same-level and weaker enemies whenever possible. This achievement will likely unlock in the very first dungeon. Note that "any standard dungeon" means any of the areas on the Adventure Map (not the first three starting dungeons, puzzle dungeons or challenges).


Recycler

Get 6 full conversions in one dungeon run

Conversion is a way to recycle any unwanted inventory items during a dungeon run. Converting items (mainly spell glyphs, but also potions, weapons, etc.) fills up your conversion bar. If the item has enough conversion value, the bar resets and your character gains an extra stat boost (or a potion, depending on their racial bonus). Converting redundant spell glyphs to boost your stats will become a common practice throughout the game. You should get this achievement from any of the three starting dungeons right after the tutorials.


One Weird Trick

Petrify an enemy, then earn more than double its experience value on your next kill

You can petrify virtually any enemy in the game by turning them into a statue with the IMAWAL glyph. This gives you a +50% XP bonus on your next kill, rounded down. For example, using IMAWAL on a level 1 monster (XP value: 1) and then killing a level 7 monster (XP value: 7) will give you 10 XP for the kill and unlock the achievement. Petrifying low-level monsters to further boost the bonus XP that you get from killing enemies a few levels above you is another common strategy that you will be using quite often throughout the game.


Goliath Gutter

Kill an enemy three levels above you

This achievement is similar to Monster Masher, although killing an enemy three levels higher than you requires considerably more resources. With enough hours of experience under your belt, you should be able to consistently perform this feat at least once per dungeon run. The simplest method usually involves surviving one hit, casting BURNDAYRAZ (fireball) a few times, and landing the last hit without dying. Anything from drinking a potion, using the Death Protection from the CYDSTEPP glyph, slowing the enemy with the Earthmother's Entanglement boon, or using the Rogue's permanent first strike trait will usually do the trick.


Popcorn Bowl

Earn extra experience from five enemies in a standard dungeon run while they're slowed

For this achievement, you need to one-shot five slowed enemies during a single dungeon run. Slowing is a useful debuff that allows you to land the first hit against an enemy, even if the enemy is higher level than you or has the first strike trait (in both of these cases, the enemy damages you first). If you manage to kill a slowed enemy, you gain +1 XP for the kill. The two most common methods of applying this debuff are the WONAFYT and WEYTWUT glyphs. Repeatedly using these glyphs to create a large number of slowed low-level enemies (known as "popcorn") for easy kills later on (when you need the experience boost) is one of the core strategies of the game.


Sponsor

Upgrade any hero guild to level 3

The four hero guild buildings are the Guild, Church, Thief Den, and Mage Tower. These buildings become available right after the tutorial dungeon. Each of them starts out as a Level 0 foundation and makes a new hero class available for each new level. The buildings also contain various challenges for each hero class in that guild. The upgrades cost 150, 1000, and 2000 gold for levels 1, 2 and 3 respectively, so it can take quite some time to upgrade a guild to the maximum level, but you should eventually manage to do this for all four of them.


Level Cannon

Gain a level in the middle of a fight to defeat a regular level 10 boss

This is another achievement that introduces a vital strategy. In addition to granting extra damage and health, each level-up also fully restores your current health and mana. By correctly timing your level-ups, you can make use of the free health/mana restore to take down enemies several levels above you. This is known as a level catapult. When you attack a high-level enemy (in this case, a level 10 boss), use up all your health and mana during the fight, then kill some low-level enemies ("popcorn") to level up and restore your health and mana to full. Since the boss won't regenerate any health this way, he will still be weakened from your initial attack, allowing you to finish him off easily. You can earn the achievement as early as in one of the two initial "banker" quests by killing the LV10 vampire boss with a mid-fight level-up.


Waste Not, Want Not

Waste fewer than 50 tiles of regeneration to win a standard dungeon run

Once again, the achievement introduces a crucial element of the game - the importance of unexplored dungeon tiles (or "blackspace"). While it's necessary to explore the dungeon to find useful spell glyphs, stat boosters and favorable enemies to fight, each tile also means potential health and mana regeneration that may easily be wasted if you don't use your resources properly. To put things into perspective, four wasted tiles are roughly the equivalent of one health potion AND one mana potion. Efficient use of blackspace is probably the most important skill in this game and will likely take quite a bit of time to master.

For a tile to be considered "wasted", it must provide no health OR mana regeneration. For example, uncovering 3 tiles while low on health but at full mana will only restore health and count as 3 wasted mana. However, those tiles themselves are not considered wasted for the purposes of the achievement, because they still regenerated something. The best way to approach this achievement is to make sure you're always casting spells before heading into blackspace, because handling mana regeneration is usually easier than managing health regeneration.

Constant mana regen is best achieved by repeatedly casting glyphs like ENDISWAL, WONAFYT and WEYTWUT whenever you have mana to spare. You can also throw BURNDAYRAZ at enemies you have no intention of fighting. All this of course requires finding a glyph to sink your mana into. However, if you do manage to get a useful glyph early on, you can avoid wasting mana regeneration quite easily.
Achievements (part 2)
Apostate

Spend piety on two different gods in one dungeon

Gods are another important aspect of the game. They are unlocked one by one in subdungeons which you may encounter during standard dungeon runs. These subdungeons each contain an altar for a specific god and require you to complete a certain task. Once a god is unlocked, his or her altar may randomly appear in future dungeon runs. As you unlock more gods, up to three different altars may appear in a single dungeon run.

You can worship a god at their respective altar to gain their favor. You can purchase various boons from each god at the cost of piety, which is increased or reduced based on the likes and dislikes for that specific god. For example, the Glowing Guardian increases your piety every time you kill an undead monster, but reduces it every time you consume a potion. Different gods boost and lower piety for different things (see the "Theologian" achievement for the full list).

In order to spend piety on two different gods, you must first convert from one god to another.
This requires you to have at least 50 piety earned with the first god, half of which will be spent upon converting to another god at their altar. Purchase any boon from the first god before converting and then use your remaining piety to purchase a boon from the second god. Deities become an integral part of the game later on, as does converting from one god to another to maximize their benefits.


Difficult Decisions

Replace a locker item when all guild slots are full

The adventuring locker becomes available once you upgrade your Guild building to LV2. You earn three slots which can store any items you collect during a dungeon run. More slots can be added later with further upgrades. Normally, items are automatically sold after a dungeon run, but the locker allows you to store them for future use. If all the slots are full and you wish to store another item, you need to replace one item already in the locker. You will likely be switching items around a lot as you progress through the game, so this achievement should come naturally.


Irresistible

Break completely through an enemy's physical or magical resistance

Some enemies have either physical or magical resistance that reduces the damage they receive from attacks and spells respectively. Early in the game, only some dungeon bosses have these resistances. Later on, as you unlock more enemy types, you will see more monsters with physical and magical resists. Dealing with these resists is an ever-present challenge later in the game.

Other than some deity boons, the most common tool for reducing resists is the BYSSEPS glyph (-3% resists per hit). The achievement is easily earned by casting BYSSEPS and hitting a Goat (25% magic resist). Then let the Goat regenerate, cast BYSSEPS again and repeat the process until the resistance is removed. The Goblin boss (Lord Gobb) also has 20% resists that you can whittle down in the same way.


Punchomancer

Destroy ten walls with PISORF in one standard dungeon run

The PISORF glyph allows you to knock back enemies without retaliation. Whenever an enemy is knocked into a wall, they take some damage and destroy the wall tile. This achievement should familiarize you with the PISORF glyph quite well, as all you need to do is cast it ten times during a single dungeon run and knock enemies into walls.


Tank

Reach 200 maximum health

Most heroes start with a base health of 10. Every level-up further increases their health by 10,
so the hero usually ends up with somewhere around 130 health after an average dungeon run (thanks to extra health boosters found in the dungeon). The best way to reliably increase your health to 200 would be to pick the Dwarf as your race (+1 health booster per full conversion) and Priest as your class (+3 extra health per level). You should reach 200 health without much trouble.


Archmage

Reach 25 maximum mana

Most heroes start with 10 maximum mana. Unlike health, mana is not increased by leveling up and the hero usually ends up with somewhere around 13 mana after an average dungeon run (thanks to extra mana boosters found in the dungeon). The best way to reliably increase your mana to 25 would be to pick the Elf as your race (+1 max mana per full conversion) and Sorcerer as your class (+5 starting mana). You should reach 25 maximum mana without much trouble.


One-Inch Punch

Reach 150 total damage

Most heroes start with a base damage of 5. Every level-up further increases their damage by 5, so the hero usually ends up with somewhere around 65 damage after an average dungeon run (thanks to extra damage boosters found in the dungeon). The best way to increase your damage to 150 would be to pick the Human as your race (+1 damage booster per full conversion) and Transmuter as your class (triggers Spirit Sword after each full conversion).

The Transmuter's Spirit Sword trait gives a massive temporary boost to your base damage and the Human's racial bonus improves your damage even further. You'll probably still need something like a BYSSEPS glyph to push your damage over the 150 mark. It should be noted that the achievement only counts the damage listed next to your character, not the actual damage you manage to inflict. In other words, shenanigans like the Priest's +100% damage bonus against undead or the Assassin's +40% damage against poisoned enemies won't work in this case.
Achievements (part 3)
RoboCop

Have Might, Death Protection and Stone Skin active at the same time

Each of these buffs can be earned through various means:

- Death Protection: most commonly acquired from casting the CYDSTEPP glyph, which may appear in dungeons once you unlock the Warlord class. The Warlord himself starts with the CYDSTEPP glyph already in his inventory. The Fighter starts with one layer of Death Protection thanks to his Pit Dog trait. The god Taurog can grant a layer of Death Protection as one of his boons. Some items (such as the Badge of Honour) also grant a layer of Death Protection when used.
- Stone Skin: most commonly acquired from casting the ENDISWAL glyph, which is a fairly common find in standard dungeons. The god Binlor Ironshield can also grant you the ENDISWAL glyph as one of his boons. Another one of Binlor's boons instantly gives you three layers of Stone Skin. The Witchalok Pendant item can also grant a layer of Stone Skin whenever you cast BURNDAYRAZ.
- Might: most commonly acquired from casting the BYSSEPS glyph, another fairly common glyph to find in dungeons. The Warlord can trigger the Might buff thanks to his Courageous trait. The god Binlor Ironshield can also grant you Might as one of his boons whenever you destroy a wall.

This achievement is not too hard to earn. I got the achievement during a random dungeon run without even noticing it at first. Simply playing as a Warlord and finding the ENDISWAL glyph or playing as a Fighter and finding Binlor's altar is actually enough.


Cauterise the Wound

Block 1000 points of regeneration with burning or poison

Just like your hero, enemies regenerate health equal to their level for every tile you uncover. When a monster is affected by burning (usually as a result of the BURNDAYRAZ glyph), they regenerate 1 less health than normal. Poison (usually as a result of the APHEELSIK glyph) stops enemy regeneration completely, but it only lasts for a certain amount of tiles. Both effects can be combined to stop regeneration for more tiles than usual.

Burning can only ever block 1 point of regeneration per tile, whereas poison can block up to 10 points per tile when used on a level 10 monster. The amount of regeneration blocked by poison therefore adds up MUCH faster than burning, especially when used on higher-level enemies. Because the 1000 points of regeneration don't have to be blocked during a single dungeon run, you'll eventually reach the required amount over the course of the game.

Using poison and burning to out-regenerate higher-level enemies is known as regen-fighting. It allows you to use blackspace to regenerate health and mana during the fight, while enemies remain on low health. As long as your damage output is superior to the enemy or your resists are high enough, you may not even need poison and burning for effective regen-fighting. The more you play, the better you can evaluate targets and determine whether or not a monster can be killed by regen-fighting or not.


Look Ma, No Hands

In a standard dungeon, kill any enemy with the burning effect by striking another foe

This achievement introduces a highly useful strategy for indirectly killing enemies with the BURNDAYRAZ glyph. In addition to dealing damage, casting this glyph on an enemy amplifies any following fireball attack by adding a burning stack on the monster. For example, a level 1 fireball deals 4 damage and inflicts a stack of burning. If you follow it up with another fireball, it would deal 5 damage (4+1) and add another stack of burning, etc. The amount of burning stacks is capped at twice your hero's level. For example, a level 3 hero can stack burning 6 times.

If you hit a monster while it's affected by burning (or attack another monster), the stacks are ignited and the enemy takes damage equal to the number of removed stacks.
Example: if you're fighting a monster with 11 health, the first fireball would lower his health to 7 and the second one would lower it to 2, with two stacks of burning active. If you were to attack another enemy at this point, these stacks would ignite and deal 2 damage to the monster, killing it outright.

Note that while using the standard attack to ignite the burning stacks works just fine overall, for the purposes of the achievement, you must ignite the stacks by casting a fireball on another monster instead of just hitting them. This achievement is easiest with the Wizard, because he already starts with the BURNDAYRAZ glyph in his inventory, the glyph costs 1 less mana to cast and each fireball adds two stacks of burning instead of one.


Titan Toppler

Kill an enemy five levels above you

See "Supreme Slayer".


Colossus Crusher

Kill an enemy seven levels above you

See "Supreme Slayer".


Supreme Slayer

Kill an enemy nine levels above you

This essentially means that you have to kill a level 10 enemy (a dungeon boss) as a level 1 hero. Killing enemies 1-3 levels above you is a standard part of play, but killing an enemy at least 5 levels higher requires a lot of planning and preparation. While "Titan Toppler" is achievable through a certain fortunate combination of effects (for example, an early Humility boon from Glowing Guardian and Warlord's double CYDSTEPP cast), anything higher than that usually requires either an obscene amount of resources or very specific preparations.

There are a lot of viable and creative strategies for this achievement, but I'll outline the one that requires the least amount of effort and gold in terms of preparations. Be warned that this strategy is technically "cheating", so you might want to look up a more "honest" one :)

Play the Northern Desert as a Gnome Sorcerer and prepare the Glowing Guardian altar at the Church. No other preparations are needed. Alternatively, you can just scum for a Glowing Guardian altar and not use any preparations at all.

Explore, kill a few monsters and reach level 2. Find all 5 glyphs, 3 mana boosters and 3 mana potions on the map. Convert all glyphs other than BURNDAYRAZ into mana potions and buy an extra mana potion from the apothecary. Also buy a random item from a shop to convert it for an extra mana potion. You should have 10 mana potions at this point.

Find the boss - Aequitas the Warlock (159 HP). Start spamming fireballs at him and drink potions whenever you're low on mana. By the time you're done, the boss should be left with 1 HP. Go to the Glowing Guardian's altar and pick the Humility boon to reduce your hero's level to 1. Then hit a random enemy to ignite the burn stacks on the boss. Bam! Achievement unlocked.
Achievements (part 4)
No Returns Policy

Immediately convert ten items bought from standard dungeon shops

Dungeon shops start appearing once the Bazaar building is unlocked (see "Sim City"). This achievement actually hints at using shop items as conversion fodder, as certain items have a very beneficial conversion-to-cost ratio (Bloody Sigil, Viper Ward, Soul Orb, etc.) and can sometimes be bought just for extra conversion points rather than for their intended effect.

Note that this requirement is cumulative, meaning that you don't have to do it all in one go. The easiest way to earn this achievement is to start a dungeon run, buy and convert items from any shops you find, restart the run and repeat until the achievement unlocks.


Sim City

Fully upgrade your Kingdom

Once you complete the first few dungeons, you can start improving your kingdom by upgrading the various buildings that become available to you as you complete more quests and unlock more dungeons. These buildings are as follows:

Class buildings: Guild, Thief Den, Church, Mage Tower

These are all available right from the start as foundations (LV0) that must all be upgraded to LV3 eventually at the cost of 150/1000/2000 gold per upgrade. Each fully upgraded class building unlocks three new hero classes, three challenges for each of those classes, two new enemy types and several unique preparation options for future dungeon runs.

Race settlements: Human, Elven, Dwarven, Gnome, Halfling, Orc and Goblin

Only the human settlement is available right from the start. Each of these settlements allows you to use the respective race when creating a new hero. Dwarves and elves are unlocked after the two "banker" quests ("Venture Capital" and "Dangerous Investments"). Halflings and gnomes can be found in random subdungeons early on. Orcs and goblins can be found in western and southern subdungeons respectively. Once you unlock a new race, you can build the corresponding settlement (200 gold for dwarves and elves, 500 gold for the others) to use that race. These buildings can't be upgraded further.

Adventure buildings: Tavern, Taxidermist, Explorers' Guild

Each of these becomes available very early in the game for free and provides unique functions.
The Taxidermist (unlocked after completing the first starting dungeon) allows you to sell boss trophies for gold, which becomes your main source of income throughout the game.
The Tavern (unlocked after completing all three starting dungeons) enables access to the adventure map.
The Explorers' Guild (unlocked after completing the first "banker" quest) grants access to several puzzle dungeons. More puzzles become available as you unlock more races, classes and gods. The Explorers' Guild also houses the three "secret" classes and their respective challenges, all of which can be unlocked much later in the game. These buildings can't be upgraded further.

Market buildings: Blacksmith, Bank, Bazaar

Like the adventure buildings, all of these become available very early in the game. Unlike the adventure buildings, all of these need to eventually be upgraded to LV3, which can take quite some time.
Blacksmith: LV1 unlocks after completing the second starting dungeon. LV2 unlocks after you upgrade a class building to LV2. LV3 unlocks after you upgrade a class building to LV3. The upgrade costs are 200/600/1250 gold per level. The Blacksmith provides equipment for future dungeon runs.
Bank: LV1 unlocks after completing both "banker" quests. LV2 unlocks after completing the "What's a Moneybin?" quest. LV3 unlocks after completing the "Automagic Teleportation Machine" quest. These upgrades are automatic and don't cost any gold. The Bank provides an increased cap to the kingdom's treasury (1500/4000/10,000 gold) and provides each hero with some starting gold for each dungeon run (15/20/25 gold). You can also buy extra veto slots for the Bazaar and extra locker slots for the Guild for obscene amounts of money. Fortunately, these slots are not needed for the achievement.
Bazaar: LV1 unlocks after you buy and use the Gate Scroll that appears in the first (and only) shop you encounter in the dungeons. LV2 unlocks after completing the "Dimensional Dealings" quest. LV3 unlocks after completing the "Someone Say Loot?" quest. The upgrade costs are 200/600/1250 gold per level. Building the LV1 Bazaar causes item shops to appear in dungeons (4/6/8 shops per upgrade, plus the apothecary). The LV2 Bazaar provides a few unique preparation options for dungeon runs. The LV3 Bazaar also adds elite items to dungeon shops and enables you to use veto slots to prevent specific items from appearing in shops.

Other: Alchemist, Witch

These are unique buildings that only provide specific items for dungeon runs.
Alchemist: LV1 unlocks when you buy the Philosopher's Stone (25 gold) from an item shop. Building the LV1 Alchemist also causes secret subdungeons to appear in dungeons. The upgrade costs for LV1 and LV2 are both 1200 gold. The Alchemist provides up to three types of seals as preparation options for dungeon runs.
Witch: LV1 unlocks after completing the "Search for the Witch" quest. The witch can be found in a random subdungeon in the east. The witch will give you three quests that you must complete to upgrade the Witch Hut to LV2. After that, you need to complete three more quests to unlock the LV3 upgrade. The upgrade costs are 200/600/1250 gold per level. The witch provides various potions as preparation options for dungeon runs. Four new potions are also added to all apothecary shops as rewards for completing the quests.


Thank You!

Unlock the Goatperson

The Goatperson is a unique playable monster class that comes with the Goatperson DLC. Once you've unlocked four gods in the game and encountered the Pactmaker's altar at least once, the Goat Glade building becomes available. For the achievement to unlock, you need to spend 3000 gold and build the Glade, which enables you to use the Goatperson class. The Goat Glade is not needed for the "Sim City" achievement.


How Did They Even ...

Unlock the Half-Dragon

The Half-Dragon class is unlocked as a reward for completing the Dragon Isles dungeon with 3 different hero classes. For advice on specific strategy, see my walkthrough guide "How to Unlock Monster Classes".


You Suck

Unlock the Vampire

The Vampire class is unlocked as a reward for completing the Vicious Steel dungeon with 3 different hero classes. For advice on specific strategy, see my walkthrough guide "How to Unlock Monster Classes".


Thousand Pound Stare

Unlock the Gorgon

The Gorgon class is unlocked as a reward for completing the Naga City dungeon with 3 different hero classes. For advice on specific strategy, see my walkthrough guide "How to Unlock Monster Classes".
Achievements (part 5)
Polytheist

Spend piety on four different gods in one dungeon

Normally, at most three altars can appear in any dungeon. For this achievement, you need to either prepare an extra altar at the Church or use the Crusader, whose Martyr trait adds an extra altar to the dungeon layout. The Crusader is probably the preferred choice for the simple reason that the altar preparation costs 50 gold while the Crusader is free to use.

To begin with, simply find an altar of a deity who's easy to earn piety with (Taurog, Mystera Annur and the Earthmother are all excellent choices). Earn 50 piety with the first deity and make sure you actually pick one of their boons as well. Then convert to another god. Once again, don't forget to pick one of their boons to spend piety on.

To reach 50 piety again, desecrate the altar of the first deity for 30 bonus piety. Convert to the third god and repeat the process: spend piety on a boon, desecrate the altar of the previous god for bonus piety and convert to the fourth god. Pick any boon from the last deity and the achievement will unlock.

Note that the Pactmaker's altar makes this even easier because it still counts as a god, although it's not technically a religion like the other eight. You can take the +50 piety Consensus boost from him if needed and select any of his pacts, which also counts as spending piety (even if you never actually trigger the pact's conditions).


Theologian

Discover all god likes and dislikes

Gods are easily the most powerful elements in the game. Even without buying shop items, using preparations or drinking potions, efficient use of gods can make almost any dungeon winnable. It's also one of the more daunting aspects of the game. A new player who's still trying to cope with the huge number of game mechanics likely can't even fathom incorporating gods into their gameplay. Deities are important though, so once you're about 50+ hours into the game, you'll likely feel right at home with most (if not all) of them.

Each god has their own likes and dislikes - actions that either increase your piety in the god's eyes or reduce it. Once you unlock a god by completing their individual subdungeon, their entry is added to your codex after you either beat the current dungeon or die. Each like and dislike is initially listed as "???" until you perform the required action to "discover" it. The achievement will unlock after you perform each of the following actions at least once:

Eastern gods:

Glowing Guardian
Likes (7):
- kill an undead monster
- convert an APHEELSIK or BLUDTUPOWA glyph
- convert any item, potion or glyph
- gain a level
- become poisoned
- become mana burned
- kill a burning monster
Dislikes (6):
- use poison
- use the BLUDTUPOWA glyph
- use lifesteal
- use a health potion
- use a mana potion
- drink a blood pool

Dracul
Likes (5):
- kill a non-undead monster
- convert a HALPMEH or CYDSTEPP glyph
- convert a health potion
- drink a blood pool
- use lifesteal
Dislikes (3):
- kill an undead monster
- use a HALPMEH or CYDSTEPP glyph
- use a health potion

Southern gods:

The Earthmother
Likes (2):
- use the IMAWAL glyph on a monster
- use the IMAWAL glyph on a plant
Dislikes (2):
- kill a plant
- use lifesteal

Tikki Tooki
Likes (4):
- kill a lower-level monster
- dodge an attack
- use a WONAFYT or WEYTWUT glyph
- use poison
Dislikes (2):
- trigger death protection
- take more than one hit from a single monster

Western gods:

Taurog
Likes (3):
- kill a monster
- kill a magic-using monster
- convert a glyph
Dislikes (1):
- use a glyph

Binlor Ironshield
Likes (2):
- destroy a wall
- use the BYSSEPS glyph
Dislikes (2):
- gain a level
- use the IMAWAL glyph to create a wall

Northern gods:

Mystera Annur
Likes (1):
- use a glyph
Dislikes (2):
- kill a magic-using monster
- become mana burned

Jehora Jeheyu
Likes (1):
- encounter a monster, kill a monster, dodge an attack, convert an item, use a BYSSEPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK or CYDSTEPP glyph
Dislikes (1):
- encounter a monster, kill a monster, dodge an attack, convert an item, use a BYSSEPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK or CYDSTEPP glyph

In order to discover a like or dislike, you must actually be worshipping the god while you perform the required action. For example, drinking a mana potion will not unlock the respective codex entry under Glowing Guardian unless you're worshipping him at the time and cause the piety loss by doing so.

While most of these likes and dislikes are very straightforward and easy to unlock, two gods (The Earthmother and Glowing Guardian) notably have a dislike for using lifesteal, which is a fairly uncommon ability. In fact, the only way to reliably get lifesteal is by worshipping Dracul. Therefore, you first need to unlock Dracul, worship at his altar, earn enough piety with him to get the Blood Hunger boon (+1 lifesteal), then convert to either Glowing Guardian or the Earthmother and attack an enemy to trigger the lifesteal ability and thereby invoke the dislike of your deity. Or just buy the Vampiric Blade from a shop once you unlock that item.

There is also a ninth god - the Pactmaker - who becomes available once you unlock the other eight gods and encounter his subdungeon three times. Compared to the other deities, the Pactmaker is unique in several ways, including not having any likes or dislikes, which means that you don't have to worry about him for the purposes of this achievement.
Achievements (part 6)
Boy Scout

Spend at least 300 gold on preparations for a single dungeon run

This is actually very easy to do, although you might be reluctant to waste so much gold, especially when gold happens to be scarce. Normally, you'd spend anywhere between 0-50 gold on an average dungeon run, maybe up to 150 gold for some of the more difficult Vicious dungeons. 300 gold is extreme overkill. Just pick the most expensive preparation choice from each category:

Mage Tower: Flame Magnet (25 gold)
Bazaar: Elite Items (55 gold)
Thief Den: Black Market / Patches the Teddy (15 gold)
Alchemist: Translocation Seal (43 gold)
Blacksmith: Sword (25 gold)
Church: Conjunction (50 gold)
Witch: any four of Can of Whupaz (20 gold), Strength Potion (15 gold), Quicksilver Potion (15 gold), Reflex Potion (15 gold), Schadenfreude Potion (15 gold)
Guild: any locker (or backpack) item with a preparation cost of 22 or higher. Most elite items cost 40-50 gold to prepare. It shouldn't be difficult to find one and keep it lockered up.

You must first unlock all these preparation options, so it might take some time until you have each of these choices available. If you've unlocked the Vicious Token as well, you can prepare that at the Explorers' Guild for 20 gold. If you actually want to beat the following dungeon run itself, you'd likely have to make a few substitutions, such as taking a Perseverance Badge over the Sword, etc. Better make the most out of all that gold, right?


Typhoid Mary

Use five different poison cure methods in a single dungeon run

This is not actually hard to do. It's just usually better to avoid getting poisoned if possible, rather than waste resources to remove poison. It's perhaps best to attempt the achievement in Hexx Ruins, because all the Revenants have poisonous attacks and there's no shortage of them, so you'll have plenty of chances to use various poison cures. Alternatively, any dungeon with a ton of plants will do, because a lot of those will inevitably be of the poison kind. Really, any dungeon with poisonous enemies will likely serve just fine.

In terms of different poison cure methods, each of the following counts as a cure.

While poisoned:
1. Drink a health potion
2. Drink a Fortitude Tonic
3. Use the HALPMEH glyph
4. Level up
5. Use the Cleansing boon from Glowing Guardian
6. Buy a Viper Ward

Any of these methods will remove poison from your character. You should unlock all of these options fairly early in the game. The Glowing Guardian is found in a random subdungeon in the east. The Viper Ward is unlocked after completing the "Hello, Halflings!" puzzle. The HALPMEH glyph starts appearing in dungeons once you unlock the Paladin. The Fortitude Potion is added to all apothecaries once you complete the first quest for the witch. If you're attempting this achievement, picking the Paladin as your class is the best choice, because he starts with a HALPMEH glyph already in his inventory.


Masochist

Spend 100 hours in the dungeons

The wording of this achievement can cause a lot of confusion, because even players with 200+ hours spent on the game may still not have earned it. While it should be obvious that "hours spent in dungeons" is not the same as Steam's logged game hours, the description is still incomplete. The achievement is not bugged, however. Allow me to elaborate:

Masochist only counts the hours spent on unsuccessful dungeon runs.

This means the runs where you either die or retire your hero. Hardcore players are usually skilled enough to avoid unwinnable situations, so they may never even earn this achievement despite playing for hundreds of hours. The only real way to get the achievement is to enter a dungeon, leave the game running overnight and retire or kill your character in the morning. It's a tedious process, but sadly unavoidable if you want to earn the achievement.

Note that all of the following still count towards the Masochist achievement (tried and tested):

- using Steam while offline
- being logged out of your DesktopDungeons.net account
- spreading the hours across multiple kingdoms
- playing on different computers
- playing (and failing at) "general adventuring" instead of active quests
- playing (and failing at) class challenges


Hero Literate

Complete all bronze challenges

This achievement unlocks after you complete each of the 15 bronze challenges at least once. There are 3 challenges per class building, plus 3 in the Explorers' Guild for the three "secret" classes. For help with individual challenges, see my challenge guide "Bronze Challenges".


Dungeoneer

Complete all silver challenges

This achievement unlocks after you complete each of the 15 silver challenges at least once. There are 3 challenges per class building, plus 3 in the Explorers' Guild for the three "secret" classes. For help with individual challenges, see my challenge guide "Silver Challenges".


Guildmaster

Complete all gold challenges

This achievement unlocks after you complete each of the 15 gold challenges at least once. There are 3 challenges per class building, plus 3 in the Explorers' Guild for the three "secret" classes. For help with individual challenges, see my challenge guide "Gold Challenges".
15 Kommentare
Farsight 21. Aug. 2021 um 4:31 
Thanks for the guide, I used to complete Theologian.

I'm very disappointed in the Developers, they include the DLC achievements in the base game, that's nasty. I mean they're not alone in this, there's a lot of scummy Developers that do this. It's just disappointing to see it here, given the good humour in the game I was lead to believe the Developers were decent folk.
Wok 27. Aug. 2017 um 15:58 
For the "Supreme Slayer" achievement, there is still an amount of luck involved:
i) it can happen that you don't get access to some important glyphs without a fight, so if a high-level ennemy blocks the access to teleporting and wall-digging, one might have to restart.
ii) the amount of piety has to be above 15 once you activate the altar, and it happened to me once to be below this threshold. I don't know what I did wrong, whether it was converting health potions, or just pure randomness, but it was annoying. Even more so, as converting health potions would give +5 piety (altar), and simultaneously -5 piety (gnome).
zulmetefza 20. März 2017 um 15:26 
Hello Google, I dont think so. Gold does not make you that stronger to deserve a grinding.
Google‡¤‡ 15. Feb. 2017 um 9:25 
I hope someone is still playing this game and can answer my question. So, is it worth it to farm all the gold from a quest before finishing the next one? By farm i mean getting all bages and finishing with different classes and races
Iacta Best 5. Juni 2015 um 6:18 
OK, thanks for answering.
Omnisciurus  [Autor] 5. Juni 2015 um 2:37 
Sorry, I don't know about that. I've only played it in the Steam client.
Iacta Best 4. Juni 2015 um 23:06 
First, thanks for the great guide. A question on Masochist: do you know if playing it online (in the browser) adds time to that too?
Omnisciurus  [Autor] 24. März 2015 um 12:38 
Or you could convert the BURNDAYRAZ glyph for the +5 piety bonus after you've brought the boss down to 1 HP :BURNDAYRAZ:
Azrael 24. März 2015 um 12:00 
Concerning Supreme Slayer, since you need 15 Piety and gain 10 at converting at Level 2(not sure if that matters) but have to gain 5 piety without killing anything you have to collect 5 of the glowing stars surrounding the altar, ENDISWALL or PISORFF are normally needed for that.
Upokoitel 11. Jan. 2015 um 12:25 
Thanks for great guide! Helps a lot :dredmorninja: