The Cathedral of Attnam

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Seriously, '''MASSIVE''' spoilers ahead. It would in your best interests '''only''' to read this when you reach a point where '''despite your best efforts, you cannot win'''. I did not spend hours writing this to ruin your IVAN experience before you began, I wrote it to enhance your current one with tips and general knowledge that I hope you might not know. '''Please''', click away if you're new.
Many, many years after the creation IVAN, I have decided as to also add my 2 cents on the topic of how to progress through Ivan. Despite me being generally new around the community, I believe even the best of players can learn something from this. It also will be a compilation of several pages of other work, so if you're ever feeling too lazy to search up a specific page, you can take a look here. This is meant to be a generalist guide detailing my opinions on literally everything and tips/trick for progressing through stages. I will go through each topic with its corresponding subtopics, then add a unhelpful TL;DR for lazy people. This guide doesn't not contain save scumming and code modification, which I don't bother to link as it completely takes the fun out of the game (I consider exploits are addressed like this: If the devs knew about it, would they allow it?)
Many of these general tips are applicable through all versions. Remember, wiz mode is great for testing out all your odd ideas (note that wiz mode in later version may allow some rules that aren't possible normally, such as negating intelligence requirements for changing materials or cloning certain scrolls, so do be careful). There are other interesting but mostly useless tips labeled as '''''Source Code Facts:''''', which hopefully teach people some things they don't know (and gives more reason to pore through this massive document hehe). Oh yeah, speaking of tips, a certain cerise Australian mammal would like remind everyone that in newer versions, the F1 key (located in the top left of the screen), provides a lot of helpful information, especially if you are new to a feature. You can use it at various moments to view detailed explanations.
Enjoy ;p (and mind the humor, I don't mind)
==Literal Keys==
Though many people may simply not mention them because of how simple they are and that they can be accessed simply by clicking the '?' button, I feel that all certain keys need to be mentioned because not having the knowledge about one important one can hurt a run a lot.
Also, you can view most if not all of them here: [[Commands]]. I just tried to put some details in mine.
That said, let's go through the most important keys. These are the keys that's function might be unknown, or have some useful aspects that aren't commonly known/are often forgotten. They are organized in the same order as the keyboard layout descriptions in the game.
'''*Please message me in the forums If I get any key wrong, or I missed some vastly game changing key changing game*'''
'''Home and End''' (Located in the top right corner of the keyboard), '''Page Up and Page Down''' (Located in the bottom right corner of the keyboard): These keys allow you to move diagonally. Homes moves you up and left, End moves you down and left, Page Up is up and right, and Page Down is down and right. Importantly, it's counted as a single move. Even more importantly, it allows you to interact with otherwise non-interactable objects, most notably being 2 of [[Haathbar]]'s bookshelf. '''MOST IMPORTANTLY''', and I cannot stress this enough because it makes your run so much safer, being at a diagonal greatly decreases damage from certain entities, including trapped door explosions, zaps from [[Wand of Fireballs]] and [[Wand of Lightning]], and the [[Enner Beast]] scream.
'''''Source Code Fact''''': Alternatively, you can use the keys 789uiojkl keys for movement (the directions being rather easy to figure out), which is good if you want to have all your movement in a single area. On alarger keyboard, the numpad can also be used for movement. '''.''': This Wait. Similar to 's'earch, but takes a turn rather than a tick. Could be useful, but rather niche use. Still, scroll down to look at the 's'earch button to see how useful it is. '''g''': Go. Allows a player to quickly traverse terrain. I suppose if you want to speedrun IVAN, this is the key to keep track of. The way it works is used after pressing g, you can choose a direction (including diagonals!) to continuously run in until you '''>'''See a hostile enemy of any kind '''>'''Discover a trap '''>'''Reach a corner in which there is another possible path to take that leads in another direction. '''>'''Hit a wall or an immovable object These make sure that you won't take dumb damage while running, but be careful, as using 'g' too much will often lead to running unintentionally into traps or get the player too close to apply objectspotentially lethal enemies. More specificallyIf you have ESP, use it to the fullest before you run ahead. '''d''': Drop. Self-explanatory, should be frequently used later on to not be burden or stressed. It is also good to leave your important scrolls and some backup wands in other floors so they won't go up in flames at the first trap you meet. '''t''': Throw. Throw an item. Very strong if you have plenty of weapons to throw, particularly daggers and short swords early game, and poisons and magical weapons late game. Throwing ability is based on arm strength though, so don't expect that adamantium halberd to go too far. Throwing wands will also often break them. '''a''': Apply. The game's interaction with wands, tools, and certain miscellaneous items (chests , traps, and trapskeys). With wands, 'a' '''will not zap''', a wand and instead break, releasing all their stored energy onto the user, namely you. This is most useful for the wand of teleportation, but is also applicable with the wand of cloning and mirroring. Careful with offensive wands and prepare good resistance or good armor, as they hit you the hardest in their explosion radius. Apply can also be used with traps to activate them on the spot you are standing on. Do not activate a backpack of gunpowder without a very good reason, as it will instantly detonate on you. Can use with magical items or keys to activate their abilities or open chests and doors, respectively. Finally, use 'A' (capitalized) to repeat the last 'a'pply action, which can save time.  '''z''': Zap, use a wand in a certain direction. Most common form of wand use. '''r''': Read. Uses scrolls, just so you know. '''e''': Eat. See nutrition '''D''': Drink. Consumes liquids. Some food that seem like you eat them are actually liquids, such as chicken soup and pea soup, so you might have a bit more food than you think.  '''C''': Chat. What is used to sci-talk with various entities, but also to find some interesting lore. Holding down 'C' will let you chat to the entity you previously talked to, as long as they are still in the 1 block radius, very good for when surrounded by multiple creatures. '''T''': Taste. In a similar fashion to dip, taste allows you to consume only a small portion of one container. This makes potions of healing several times more effective especially in the early game, but later on when your health increases with your [[Endurance]], drinking the whole potion is fine. '''!''': Dip. A supremely useful tool that enables a player to transfer liquids from one container to another. Given that cans cannot break, it's a prime target for moving healing liquids into. On the other hand, dousing flames requires only a tiny bit of liquid, so moving liquids to vials to cover your flaming scrolls in is sufficient to quickly extinguish the flames while saving much liquid. '''c''': Close. Closes doors. More useful that one would think, as only closed doors can be locked. Good for fleeing and gaining time. Many early game enemies will lose track of you if you r'u'n around a corner and close a door behind you. '''s''': Search. Top tier key that makes the player check their surroundings (a one block radius) for traps. The trap checking, while useful, is not the main benefit from searching, but instead the singular tick a search takes. For reference, IVAN is split into turns, with each turn having 10 ticks. Every entity in the game can only move so many ticks per turn, which is improved by agility. Since entities usually move at the same tick each turn, This can be somewhat exploited by the search key, as staying slightly far enough enables players to stay just out of range, search til an enemy moves in, attack them, and run to the next block. This method, known as kiting, is enough to kill most enemies in the game with enough time, though it falter against spellcasters or a certain queen. '''l''': look (with a lowercase l). Also self-explanatory, but people need to do it more. If you have the whole map unlocked, instead of running around looking for the way up or down, just look to remember places you've been to before, saving time and energy, literally. You can also see enemy equipment to make decisions about before fights by 'l'ooking at them and using certain keys, or what items are on a faraway block that you can see. '''I''': issue commands (with a capital i). Very useful and '''instantaneous''' command that enables a player to order allies around. The functions of who to command are relatively self-explanatory, but you can make allies run away, stop following you, prevent them from changing equipment, and enable them to consume valuable items. With proper managing of your team, you can effectively move your allies around to better synchronize their attacks. '''O''': Offer. When standing on an alter, you can offer items to the god of that alter. Better items make gods happier, or items associated with them (like lanterns for [[Legifer]], very useful). You can see who is associated with what in [[List of Material Values]] '''p''': See gods sections. '''h''': Rest. Allows the player to heal up while staying in one place, very fast. Still takes in game time though. Also note that a player heals twice as fast on a couch and a whooping five times as fast on a bed. '''k''': Kick. Kicks stuff. While the damage from kicks falls off very quickly as the game continues due to the lack of damage, kicks can be used to knock enemies back in desperate situations, bust open locked doors (be careful that they aren't trapped), and open locked chests. If you have the strength to kick a chest at least a block, you can kick the chest up to and then against the wall, which greatly increases the changes of breaking the lock. This is particularly useful for the meteoric steel chest in the not so secret secret room. '''V''': Vomit. Removes some nutrients from your body in the form of a short range projectile vomit. Does poison enemies, but don't use this as a weapon unless you're at death's door with no options. Vomiting is mainly for getting rid of tape worms that can infest your body when you eat rotten food.
==Figurative Keys==
'''Heart Shaped Key:'''
Where do you get this? ARGH itA rather obscure key located in the basement of [[Aslona]] in the inventory of a trapped angel. Is not used for anything important, and a hexagonal key is required to gain access to [[Aslona]]'s not on basement unless you wish to anger [[Aslona]] by breaking down the wiki do i gotta find it myself? ARGH Help someonedoor.
===The Skeleton Key===
='''[[Weapons]]'''=
Weapons are an invaluable component in IVAN, dictating how much damage you are able to do to your enemies (unless for some reason you want to smack people with a frog head or wield 2 shields). That said, there is no single superior item, but certain items are better than others, and this section will dictate various weapon's pro and cons over the course of the game, and an artifact section with my personal opinion on weapons. The way I have grouped these is based on each weapon type's overall gameplay, and whether they can serve as late game items or not. This section will not take material quality into perspective, so it's up to you whether an [[octiron]] dagger is better than a [[Pig Iron|pig iron]] [[sword]], but otherwise will provide information on the weapon efficiency itself, in alphabetical order no less. The weapon descriptions will talk about wieldiness, roundness (how good an object is at blocking), and damage.
I am also considering letting other players from the wiki write their opinions on weapon, giving a more balanced perspective.
 
Read the page on [[Weapons]] for sure, it provides some tips that I might not have included here!
 
==Alternative Weapons==
 
An interesting little tidbit in this game is that you don't necessarily have to use your fists if you have no weapons. The two items below can serve as surprisingly decent stats training items.
 
'''Cloaks''': Their incredibly high weight and roundness help to train arm strength while being very easy to block with.
 
'''Banana peels''': Their incredibly low weight and whip category make training dexterity top tier.
==Fallout Weapons==
No weapon here is outright bad, but the farther you get into the game, their value trails off with better weapon availabilities.
'''Axes''':
 
A simple stat based weapon that unfortunately doesn't provide enough possible benefits. Axes are commonly made of metallic materials that can be hardened without too much difficulty to decent materials through scrolls or [[Loricatus]]. They are heavy, around 2000 grams, but have good early game attack that really help out. Low roundness doesn't help much with blocking though.
 
'''Battle-Axes''':
 
Bigger axes that aren't necessarily better. Lighter materials can be wielded uncomfortably in one hand, and the roundness is much better due to its size (about double), but the overall damage dealt is lower due to low accuracy and heaviness. This can be mitigated through enchantments, but there are better weapons to enchant.
 
'''Beast Claws''':
 
Beast Claws almost makes me want to take my overshadowing statement back. It is better than using your fists, but it's better to get one of the alternative weapons to train with. Beast claws always spawn in pairs, with one going on each hand. They train the unarmed skill, used by no other weapon, have low stats even when made of [[valpurium]] (2-5 damage per claw). This is the type of weapon to use if you have absolutely nothing else.
 
'''Daggers''':
 
A deceptive weapon. Their very small size allows many accurate attacks at the price of low damage. Their low roundness is countered by their maneuverability, making their blocking capabilities decent. They even usually come with enchantments to further improve their damage and accuracy. However, the later a player gets in a game, the damage of daggers falls far under other weapons, even when highly enchanted, and since they start so accurate, don't gain as much with further enchantments.
 
'''Hammers''':
 
The jack of no trades, master of forges. Hammers are generally pointless weapons that are often ditched for an axe or an enchanted dagger. They are more round than daggers with slightly more damage (think 1-4 instead of 1-3), but blocking is bad nonetheless. Their main use is to be better for crafting and forging than some other weapons.
 
'''Non-magical Whips''':
 
They come in either a completely normal variety or are runed, which increases their total damage without an enchantment. In older version of the game, whips could not break, making them overpowered when coated with poison or sulfuric acid, but now with low level material whips, break easily. They are too strong to train agility with, yet too weak to serve as good weapons without good materials. Technically they serve as fine weapons when highly enchanted, but the allure of a magic whip greatly overshadows normal whips.
 
'''Pick-axes''':
 
Pick-axes should be used purely for digging with the exception of the artifact pick-axe mentioned below. They are heavy and hard to maneuver with low damage, and breaking a pick-axe prevents its many possible uses.
 
'''Quarterstaffs''':
 
Similar to polearms, quarterstaffs are big chunks of usually wood meant to be wielded with 2 hands. Their size leads to very good blocking at decent maneuverability, but quickly fall off in their wooden forms from a lack of damage. However, if you are lucky enough to get quarterstaffs made of [[arcanite]] or other light, good quality materials, they can serve as a mid weapon, becoming surprising dexterous.
 
'''Sickles''':
 
The worse short swords. Their lightness takes off a bit of damage in compensation for their better defending ability, but that lost damage hurts them a lot. They do have a 50% damage bonus to plants, but since most enemies are not plants (wait, they aren't????), are often outclassed.
 
'''Spears''':
 
Spears are alright damage on a stick. They have good roundness, but are too heavy for most early game players, forcing them to 2 handed weapons. When a player is strong enough to use just one hand for them, they become outclassed by other weapons.
 
'''Scythes''':
 
Sure, wielding a scythe is cool. They have high roundness and alright damage, and their magical versions off terror (fearing enemies) and corroding (more easily destroying armors) aren't half bad (in fact, scythe of corroding is the closest weapon to mid tier). But, they are simply to unwieldy to use while providing low damage compared to other unwieldy weapons, and the magical variants are incredibly rare. At least they have a 50% damage bonus to plants, which helps in UT03.
 
'''Warhammers''':
 
Bigger hammers that are necessarily better. War hammers are larger, rounder, and more damaging hamemrs, and can be wielded relatively comfortable in one hand. The only reason they fall off is due to the lack of magical weapons and artifacts in their category.
==Mid Weapons==
The starting weapons you can carry for a long time if you don't find anything shockingly good. Many can and should be enchanted to +5 before you have found an end game weapon. This is the section where if you ended a game with these weapons, they are good, but could be better. These weapons don't necessarily have to be the ones you carry, but can also be the additional weapons that can be thrown or utilized in unique ways.
 
'''Maces''':
 
Maces are just a simple weapon that can be wielded uncomfortably in one hand with common materials (think iron and meteoric steel, not adamantium). Their high roundness combats their low attack speed, and are generally just a well rounded, balanced weapon.
 
'''Magical Axes''':
 
There are 3 axes that fall into the magical category, all providing additional beneficial effects outside of their base damage. Funnily enough, these weapons are far more dangerous in an enemy's hands rather then yours.
 
The [[axe of sharpness]]: Will sometimes deal extra damage to an enemy, very beneficial if you have to go through long fights. Will also immediately sever limbs if the axe damages them, which is highly beneficial early game, but can fall off later on as enemies' dexterity dodge limb shots or don't require limbs. Avoid close combat with enemies carrying this. Are arguably the best throwing weapon when cloned in mass production, and can be used to derail an enemies' plans.
 
The [[chilling axe]]: Will sometimes slow an enemy, '''very''' beneficial late game, but damage falls off with several alternative method of slow. On the other hand, enemies getting this can be a lethal threat.
 
The [[dark axe]]: Will sometimes cover itself with liquid darkness, which drains the stats of the enemies it hits. The stat loss may seem nominal, but are very good for either hit and run strategies. On the other hand, any enemy equipped with it becomes a major pain because of permanent stat loss.
 
'''Magical Short swords''':
 
There are also 3 shorts swords that fall into the magical category.
 
[[Banshee sickle]]: A sickle that occasionally does unblockable sound damage, much like a flaming sword. Slightly inferior due to the lower stats.
 
[[Dagger of venom]]: A dagger that covers itself in poison, good throwing weapon, but can cause daggers made of metal to easily rust.
 
[[Weeping blade]]: Dagger of venom's cooler cousin. A short sword that covers itself in sulfuric acid. Despite the low damage, the sulfuric acid is a very lethal weapon, and is arguably the best throwing weapon when cloned.
 
'''Non-magical long Swords and bastard swords''':
 
Unlike hammers, swords are the real jack of all trades, balancing attack and maneuverability. Larger swords such as the bastard sword or come with more damage at the cost of higher weight, which can be offset with higher arm strength. Basically just an all rounder weapon, being the closest to potentially end game weapons.
 
'''Scimitars''':
 
Very comparable to halberds, except they fall into the sword section. However, due to their high prime material density, even when changed to light materials, they still weight much, causing them to be slightly inferior, but can be offset with high arm strength just like halberds.
 
'''Short Swords''':
 
I should start by saying that I am very hesitantly putting short swords in the mid section. Truthfully short swords are a sort of trap that people fall into thinking that a light, strong, and fast weapon is the superior long term option. They are, kinda, but their damage greatly falls of in comparison to larger weapons, and they won't train arm strength much either, causing the player to fall further behind. If you must use short words, it would be best to use large weapons first to train arm strength and switch later to maximize dexterity.
 
'''Staff of wondrous smells''':
 
Smells good for you, smells bad for them. Wondrous smells can do to things when fighting, spawn red clouds, which give negative effects, on enemies, or spawn blue clowns, which give positive effects, on you. This can heavily turn the tides of battle over the long run. However, they can backfire if you are pushed back, as the clouds are impartial and can both benefit enemies or hurt you. The staffs are also quite heavy anyways.
 
'''Taiaha''':
 
A polearm with much more versatility, also holding the power of a wand of striking that can be 'z'apped, more useful than both because a Taiaha won't release its energy on you when broken. Taiaha damage is subpar to other options, but they should always be carried for the striking charges that can save lives or blow up [[kamikaze dwarf|kamikaze dwarves]].
'''Thunder Hammer''':
 
A unique hammer that mimics the power of a wand of thunder. I say mimic because the hammer cannot be 'z'apped, but instead only proc randomly when attacking an enemy. This can be taken advantage of with the proper setting, especially knowing that a thunder hammer has infinite uses, but it cannot blow backpacks up, instead being able to destroy walls. The damage is low without the aid of thunder, so it's not a suitable long-term option, and the resulting thunder can bounce back and hit you, commonly in the groin.
==High Tier Weapons==
The good stuff. There is no shame if you don't finish your run chalk full of artifacts if you can land one of these weapons, because they are strong enough to be considered psuedo-artifacts. These weapons might start out weak, but with enchantments and enhancements to better materials, can turn the player into a powerhouse.
 
'''Chameleon Whip''':
 
Wait, if whips are fallout weapons, why is there a whip in the high tier category? It's because the magical abilities they hold. The chameleon whip has the chance to polymorph most enemies it hits. Although this is initially considered a weapon to avoid despite its high stats (usually 3-6 when made of ommel hair), the value of turning a pesky veteran dark knight into a harmless spider in invaluable. When made into golden eagle feather, it packs a serious punch that can hit enemies multiple times before they have a chance to strike back. The incredible lightness helps blocking capabilities as well. Can be cloned too, theoretically doubling the chances of polymorphing your enemy when dual wielded.
 
'''Flaming Sword''':
 
A jack of all trades sword-except it's on fire. What's not to like? Not only does it serve as a permanent light source, the sword will also burn enemies on contact, providing one of the few sources of unblockable, hardly resistible damage in the game. The roundness and the lightness are strong together, and they can easily be wielded in one hand, and since they aren't artifacts, can be cloned, meaning you only have to focus on one, then make another rocking flaming valpurium sword+10 (wait...)
'''Halberds:'''
==Varient Weapons==Halberds are stronk despite their lack of magical variants. Their sole ability is high damage and roundness at the cost of extreme heaviness and low attack speed. Halberds provide very good damage on average while allowing the player to train their arm strength hard. However, most are far too heavy to use with one hand until arm strength in the 40-50s, but with socm to higher level materials, become far more manageable due to their secondary materials usually being a lightweight wood. Their pure power and highest damage overall of a weapon are a consistent threat. '''Rune Sword''': A sword that does 0-1 damage on hit. Has no magical ability except that a scroll of enchant weapon will always work on it. That's it, but this has to infinite potential. With enough cloning of scrolls, the rune sword can become stronger than the justifier. However, use a bit of caution when pumping its level, as going to high will usually cause even the weakest of enemies to one shot you through any armor (see danger level for more). Getting the sword to around +50 or at most +60 is best. Also unfortunately cannot be cloned. '''Whip of Thievery''': Another casual whip with an incredible magical benefits. The whip of thievery, though it starts worse than the chameleon whip due to being made of nymph hair and being very fragile, has the ability to have a chance to steal an enemy's weapon. This is very powerful, as many late game enemies fully rely on their weapons to deal damage, and several named entities only have one weapon. Ur-khan? More like Ur-Gone. Golgher Dhan? more like Lolgher dhan. Petrus? More like... still a big threat with Attnam's backing, but you get the point. Even removing a singular weapon can make fights infinitely safer in comparison. Can be cloned too.
'''Two-handed swords''':
Very big roundness with surprising light weight (for such a large weapon), providing strong attack and good defense. With light and strong metals like [[arcanite]] or better, they can be wielded with one hand, maximizing their potential. They can serve as endgame weapons because of their above average statistics, but their lack of magical capabilities do make them slightly inferior to other weapons here.
==[[Artifacts]]==
'''Asa'marum''':
 
High Tier.
'''Bone of Ullr''':
 
Mid Tier.
'''E-numa sa-am''':
 
High Tier.
'''Epytron''':
 
High Tier.
'''Gleipnir''':
 
High Tier.
'''Gorovits' family weapons''':
 
Mid-Tier.
'''Grand Stollen knife of Attnam''':
 
Meme-Tier
'''Justifier''':
 
Meme Tier. Worst weapon in the game. Pre-enchanted to +16 so you can basically never enchant it. Made of [[Valpurium]], which cannot be hardened, and since it's an artifact an socm cannot be used either. Cannot be cloned, disappears if mirrored. Cannot be sold. Ridiculously light which doesn't train arm strength much. Gives [[polycontrol]], preventing fun rng factor of turning into a rabbit. Gives [[telecontrol]], removing fun random teleport factor. Gives haste, infravision, and esp, making invisible enemies almost always visible, therefore removing possible fun from being bodied by that which one can't see. High roundness combined with low weight prevent hits to the body, decreasing the chance of improving endurance. Cannot be wielded in two hands without very low arm strength, preventing fun challenges.
 
On the positive side, the sword only appears in [[Petrus]]'s hand, and you must defeat him somehow to obtain it. I'm sure you can do it.
'''Lost ruby flaming sword of Xinroch''':
 
High Tier.
'''Mjolak''':
 
High Tier.
'''Neerc Se-ulb''':
 
High Tier.
'''Pica''':
 
Mid Tier.
'''Pick-axe of Kharaz-arad''':
 
High Tier.
'''Saal'Thul''':
 
Mid Tier.
'''Turox''':
 
High Tier.
'''Vermis''':
 
Mid Tier.
'''Y'yter Durr''':
 
Mid Tier.
 
==Varient Weapons==
 
Varient versions such as LIVAN and CLIVAN contain some items unique to just them. I have less knowledge about some of these weapons, but I'll provide what I can.
 
'''Great Axe''':
 
 
 
'''Katana''':
 
 
 
'''Knight Sword''':
 
 
 
'''Main Gauche''':
 
 
 
'''Rapier''':
 
 
 
'''Spetum''':
 
 
 
'''Tip Sword''':
 
 
 
'''Vacuum Blade''':
 
==Varient Artifacts==
 
'''Aethier''':
 
'''Bone of Ullr''':
 
'''Cronus''':
 
'''Defender''':
 
'''Demonhead''':
 
'''Lynslag''':
 
'''Muramasa''':
 
'''Masamune''':
 
'''Rescue the Peasant''':
 
'''Smite''':
 
'''Sunsword''':
 
'''Vormav''':
 
'''Zulfiqar''':
 
===Unadded Varient Artifacts===
 
'''Belederiver''':
 
'''Hammer of Loricatuses' Smithwork'''
='''[[Armor]]'''=
Ahhh, the days when you found a '''FLAMING VALPURIUM SWORD+10!''' What a simply incredible weapon lying around. High attack, burn damage, top tier material, what's not to like? Wait... where did it go? This is a cruel trap of one of the Ivan developers, a mirrored item that temporarily shoots your danger level sky high and keeps it there when it disappears. While you might find other mirrored items in the game (See [[traps|section 4.5 of traps]]), they are generally safe to use for the time being. It is highly recommended not to use unless you are very confident of your survival.
'''''Source Code Fact''''': The mirrored items that can be spawned in have only a 5% chance spawn rate, and can spawn in any floor except for [[Oree|Oree's]] floor (because they it might carry to too hard otherwise), and even if they do it does spawn, can easily disappear before you find it.
==Level 64 Skills==
==Conclusion==
So that you've read all these unfortunate traps. Is danger level something to be noted? Absolutely. Remember above all that health above 65 makes kamikaze dwarfs start to spawn, health above 78 starts spawning weak named enemies, and health in the hundreds is when you'd best be armed to the teeth. But fear not, see miscellaneous for how to beat the danger curve. Once you do, you can begin toying around with all sorts of power.
 
=Enemies=
 
==Enemies of note==
 
==Named Enemies==
='''Training'''=
'''[[Telecontrol]]:''' Provides the simple ability of being able to choose where to teleport when you get teleported, and the range is based on the user's current intelligence. This sounds simple, but can be innumerably helpful later on (see RUN AWAY). To get it permanently, a ring of telecontrol would do the trick, but it is much easier to remember the phrase "friends, and food". By making [[Blink Dog|blink dogs]] teleport around either as a friend or foe, they generate more of their kind. Killing and eating three of them in quick succession will give you telecontrol permanently.
'''[[ESP]]:''' Enables the user to detect intelligent enemies, no matter their location or current visibility status. However, if their [[intelligence|int]] is below 5, they cannot be detected (including veteran kamikaze dwarves, golems, and [[Invisible Stalker|invisible stalkers]]). Killing and eating three [[Floating eye|floating eyes]] will grant permanent ESP, though it might be difficult to find three at once. consider leaving their bodies on other floors to prevent rot.
'''[[Levitation]]:''' In contrast to [[haste]], nearly no strong enemy has levitation except for One-eyed Sam, but it practically serves as it's own psuedo-aols (see wishes for a larger rant). You could get unbelievably lucky on a fountain, but it's often not worth the risk, so you are forced to either get a [[belt of levitation]] or a cloak of flying, both rare, rare items.
'''[[Fearless]]:''' Prevents panic. A new ability, and also the least needed one, assuming you get strong enough. However, if you don't, or if somehow [[Petrus]] chops off 3 limbs, it helps to deal just a little more damage, or to run away. Can only be acquired permanently with a ring of bravery or the [[Filthy tunic of martyr Bessica]], but a horn of bravery usually works better and doesn't take up a ring/armor space.
'''[[Invisibility]]:''' If they can't see you, that's good. It decreases their accuracy against you, and increases your accuracy against them. About 50 zaps of wands of invisibility are required for permanent invisibility, but be careful that it, as its own drawback to go with it. I personally would just go with a ring of invisibility off an elite guard (which can be acquired with a prayer to Dulcis, having fun figuring out how to do that). You could also choose to tame a mage or light frog and have them cast invisibility on you until it becomes permanent.
'''[[Haste]]:''' Haste will speed up everything you do, from combat to reading, so acquiring it is a '''top-tier priority'''. Every strong enemy in the game has some form of haste. [[Petrus]] has the [[Justifier]], [[Ischaldirh]] can haste himself, [[Sherarax]] has inherent haste, the rulers of [[Aslona]] have mystic frogs, [[One-eyed Sam]] has the ring of ludicrous speed, etc. Again, you could get lucky on a fountain, but you could also get permanent slow, so forget that. With approximately 70 zaps with wands of haste will do the trick, or a bit less with 'a'pplying wands or prayers to Cleptia. Also, mages and light frogs can once again come in to help you. This buff has no drawbacks, so get it.
'''[[Regeneration]]:''' A recent and decent ability added that greatly speeds up your healing rate and even eventually grows back limbs. Concurrently the only source of permanent regeneration is found in a belt of regeneration, but its the help it provides is unmistakabledecently strong.
'''[[Life Saved]]:''' There are only 3 ways to acquire this power: Body swap to an archangel, the [[Blessed Shield of the Phoenix]], and an Amulet of Life Saving. While the first one is just stupidmeme tier, the other two provide the ability to survive death itself and regenerate to full health instantly. If your character gets really strong, '''you want this'''.
='''Victory and values'''=
For the former, this is done by increasing [[charisma]] and pawning off duplicate items. Even a single point of [[charisma]], if it were to increase the selling price of that horrible bronze dagger by 1 gold, and you had several of those daggers, would make quite the profit when taking into consideration that [[charisma]] (henceforth referred to as charm) also lowers the prices of shop goods. Praying to [[Dulcis]] is currently the most effective method of this, as she can shoot your charm up permanently to about 29, but you can also utilize [[ommel tears]] well. An obscure method is to polymorph into a siren, giving you 75 charm temporarily, but don't waste a wand of polymorph on this. You may also consider the recently added wand of alchemy, which turns materials into pure currency regardless of charm, which can be game breaking with the right materials (namely gold, which can be found without too much difficulty).
For the latter, it's easier said than done, really. Killing the well armed guards and the honestly very strong shopkeepers are a challenge regardless of who they are. If you have an archangel of any type (with the possible unlucky exception of [[Amatrix]]), [[Merka]] and the rest of the shopkeepers can be killed with ease. However, they quite literally have a back backer that can absolutely whoop youhard than a fart cushion. If you so choose to kill [[Merka]] or another dungeon shopkeeper, do not dare venture into the [[Black Market]] without an army or a will (I'll make an exception for the one man army, but that man better be Petrus or stronger). The guards there are strong and fast enough to rip through just about any armor you might be wearing. As for [[Hulbo]], the [[attnam]] shopkeeper, he's well spoken for. This may seem discouraging, but I promise you, unless you can seek to gain from that pick-axe all shopkeepers hold, accept their scams instead.
==[[scar|Scars]]==
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