Elizabeth

Elizabeth is a Dark Lord in Dungeon Maker: Dark Lord. Her playstyle focuses on stalling and damage ramping, where she builds up Vampire stacks with her 1 & 4 mana skills, Bite & Vampiric Impulse, to eventually burst the enemies with her 20 mana skill, Hemokinesis. She is also relatively easy to pick up due to her amazing sustain from Vampire stacking.

Awakening Rebirth Levels
= Transcendent = You can use Attribute Points to strengthen the Dark Lord.

Any Attribute may be increased a maximum of 25 times.

[Show/hide] Full Stall / Permanent Stun
In this Strategy majority of your DMG will come from Elizabeth, especially her 2nd and 4th ability (early game maybe 1st ability), your Main Goal is to not let anything enter your DL room and to not let a single monster die, and incase a hero slips through, it should be unable to attack.

THIS DOES NOT WORK FOR LEGEND DIFFICULTY ONLY Hard 1 to Trial 10

Weapon Exclusions / Weapons to Pick and why
(Shop unlock) Bonehammer. Good on Elizabeth, especially early game to make your monsters survive and a good way to survive Priest waves early on if you are unlucky and didn´t get/build a panic source, falls off late game. Probably the best early game weapon in the game.

(Shop unlock) Fallen axe. Good on monsters like Priest/Mana Scientist / Fairy near entrances, especially if you don´t use necropolis but instead use Haste/Prism/Mirror.

(Shop unlock) Thorn gloves. Good on monsters with immortality, electric armor is also really strong, has negative synergy with shields and armor, so if you want to have a security against reverend/priests etc. you might have to play fairies in the backline and play electric armor/thorn gloves near entrances, or you don´t play it at all.

(Challenge unlock) Runic Axe. Basically a MUST have weapon for late game, without Runic Axe, almost all Builds will fall apart, the longer your run goes, the better Runic Axe gets, especially after 2000+, you want to have at the very least a few Runics on AOE hitters (Listed in Monsters to get during your Run). Probably the worst early game weapon in the game

All other Weapons. Are either on Attack aka. don´t work with Elizabeths abilities, or just get outclassed by the 2 (3) weapons above, you can even argue about excluding Bonehammer aswell but for those that never played stall liz keep it open, if you are confident in getting to the late game without it exclude it. The other Weapons that are onkill or on damage just have a bad scaling OR are counterproductive (for example bow of light, you do more damage but you removes a bit of blind from the enemy= you might get attacked, and we don´t want that) OR just decrease your chances of getting those Runics, which is basically a nerf for your own build. So if anything play the 2/3 above, or only Runic.

Monsters
Mana Scientist. Overspeed,Sandstorm,Earthquake,Mystic One (as a choice if you struggle vs angels: Blindsense)

** Alternatives if you don´t have enough Mana Scientists**

Priest. Overspeed,Sandstorm,Earthquake,Mystic One

Medusa. Overspeed,Sandstorm,Earthquake,Mystic One

Sea Drake. Overspeed,Sandstorm,Earthquake,Mystic One

Honorable Mentions: Elite Angel, Reverend Mother, Fairy

Rooms
Here is where we get a lot of variety in (this may be biased)

High Priority

Bigger Fight

Medium Priority

Necropolis

Lower Priority/Alternatives

Bigger Room

Mirror

Prism

Ironwall/Ironcurtain/Healing Wind

Warhorn

Froststorm/Plague (for entrances and to get rid of some immune stats)

Haste (For Preemptivestrike builds on liz, its basically another version of the classic stall liz, also usable in the classic version)

Tailwind/Frosty Wind

Late Game Goals
High Level Elizabeth with: Overspeed, Deadly Blade, Sandstorm, Earthquake, Executioner, Electric Weapon,and Blind all of those skills are good on Eliz, you could argue about which are better for example Earthquake/Sandstorm are only usefull if stuff can enter your room, Executioner is only good if monsters already lost half of their HP, Electric/Deadly are good to remove immune but pretty bad if you get hit (compared to Earthquake,Sandstorm) etc. Eitherway those are the best skills, pick whichever you want.

Personal Recommendation. Electric Weapon, Mystic One, Deadly Blade, Overspeed, Earthquake

For 1.5.1 and 1.5.2 10-15 Hatcheries in front of the Dungeon Entrance (if you can afford to have more, get more)

As of 1.5.3/1.5.4 with the "buff" or rather fix of Elizabeths 4mana Ability, you should think about running less Hatcheries OR slowly removing Hatcheries later on, i personally run 8-10 Hatcheries rn for 1.5.4

As of 1.5.5/1.5.6 with the even more insane buff of Elizabeths 4 mana Ability you probably want to replace all hatcheries as soon as you leveled up Liz, all monsters that you will keep using in the run AND got a stock of a few monsters (the more the better, so that you can level up other monsters that you might want to use)

As of 1.6.0+ Hatchery situation might actually change, you want to get rid of them earlier, because you can just hunt for 5 lvl ups on DL in elite battles (havn´t tested it yet, busy with legend difficulty, but if you ban the other 1* repeatable relics every elite should be 5 level ups on liz, so you can have a lot more space for other rooms)

Important Once your levels are only increasing slowly, you can remove hatcheries for other rooms, and if you can fusion another good stall room (or tailwind/frosty wind) if you replace a hatchery, you usually want to take that trade

1 Prison Lab close to your DL room but it should buff 8 of your Battle Rooms OR Execution ground in front of DL room (you will need a reliable Source of Panic starting day 2000+, you can get that from orbs, or monsters, or the panic room, your choice really)

You can also use the Prison Lab to buff the DL room for higher inital damage on 1 mana / 4 mana ability, its also a decent counter measure against getting swarmed and wiped because of maids.

0 or 1 Lvl 4 Altar (if you definitely can not turn anything into a orb or get any more priests, you can replace the altar, usually won´t happen though)

2 Tailwinds and 2 Frosty Winds (you can run more if you want to, but 2 of each are recommended)

1 Panic room in front of DL room entrance

Rest: Stall Rooms surrounding the Prisonlab (or nearby), preferably Bigger Fight or Prism to get mirrors on your DL (Necropolis in some cases) >>> Bigger Room, other rooms are also possible

Keep in Mind that you should have a few Necropolis for Shield/Immortality Spammers (unless you use Fallen Axe), the more Necropolis you have the less necessary they become, so a good mix is your goal IF possible.

Hatcheries, depend on how many you want to have

Possible choices: Altars, Hastes, Mirrors, Panic rooms, Screams, and many others

Monster Builds

 * Any Weapon works
 * Mana Scientist . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Priest. Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Medusa . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Sea Drake . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Bard . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Elite Bard . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Fairy. Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Siren . Overspeed, Sandstorm, Earthquake, Mystic One and/or Blindsense
 * Runic Axe Monsters as of 1.6.0+ Blindsense became less important due to trial card changes
 * Bone Dragon .Overspeed, Mystic One, Blindsense/Electric/Deadly
 * White Tiger.Overspeed, Mystic One, Blindsense/Electric/Deadly
 * Suparna .Overspeed, Mystic One, Blindsense/Electric/Deadly
 * Sephiroth.Overspeed, Mystic One, Blindsense/Electric/Deadly

Recommended Orbs:
Other Potential skills that you can play: Mass Accel, Preemptive Strike (for monsters in Haste rooms)
 * Fairy
 * Shadowmere(if you don´t have another reliable source of panic),
 * Dungeon wide AOE (like white fang)
 * Anything that stalls (like Seadrake)

Book Priorities
How to be rich 1/2

3 base stat books

10% More Gold from Combat

3 manaregen books

how to be rich 3/4/5

Murder Weapon

Grudge and revenge and Guilt

Base stat books #2 and 3

The Immortal (if you play Priests, Mana Scientists or Necropolis)

(poison damage boost +20% (if you play deadly weapon) / shock damage boost +20% (if you play electric weapon) )

Other Books

Which Abilities to use
You will only use 3 of Elizabeths 4 Abilities, her 1 mana ability, her 4 mana ability, and her 20 mana ability

1 mana ability. You will use this one if there are not more than 3 Heroes in combat OR if your Elizabeth hasn´t reached lvl 14/15

4 mana ability. You will use this one if there are 3 or more Heroes in combat AND if your Elizabeth has reached lvl 14 or 15

20 mana ability. You CAN use this ability for multiple purposes

1. Bursting

2. Healing/Buffing your Monsters

3. Combination of 1 and 2

Sometimes it might be smarter to use the 20mana ability over the 4 mana ability, you will have to decide yourself when its better to use the 20 mana ability one

Other minor tips
Don´t pick up mana potions, (the one that increases total mana by 2, 3 and 5) if you are confident in your setup/successions

The reason is, if you get the relic with which you can increase your mana up to 40 by resting, you can first rest 30 times to get the 40mana, and afterwards you can pick up the mana potions to get to a total of 50mana, and with the relic that recovers your entire mana **upon resting you can start difficult boss stages with 50 mana** that is equal to 50 bites worth of vampire OR 12 4 mana abilities OR 16 4 mana abilities with the 1 decrease of mana for all mana abilities, which can make difficult boss stages easier OR 25 4 mana abilties with all relics

Since 1.6.0+ (not tested yet, but should work) you can consistently go over 40/50mana with repeatable boss relics, the main question is whether you want to do that because of the increase of corruption cost

Early Game
Usually the first 500 days can take longer, can be done faster

Early Game Goals
0. Survive (obviously)

1. Get Materials for Altar and Prison upgrades

2. Get Materials for a few of your Stallrooms or/and Tailwinds/Frostywind if you play them

3. Get Hatcheries if you know you can afford to take them

4. Get All Relics

5. Expand Your Dungeon

6. Fill your Dungeon with rooms to survive

7. Read Books (such as Stat books, Gold books, Mana regen books)

8. Acquire Monsters with CC skills (Medusa, Sea Drake for example)

9. Get Rid of Altars

10. Leveling Elizabeth

11. Get Skills for Elizabeth/Monsters you plan to play

12. Collect Trials (especially if you are trying to unlock a lot of things)

Room Priorities:

1. All Materials for Altar and Prisonlab, if you can afford to take them

2. Rooms required for Bigger Fight (and other fusions you want to use)

3. Hatcheries

4. Good Rooms that don´t fall of too hard until Midgame for example: Darkness, Temptation, Sloth etc.

Midgame
Lasts until ~ day 1840 (last boss before immortality/immune spam if nothing changed)

Midgame Goals
1. Finishing your Fusionrooms

2. Getting Hatcheries

3. Leveling your Darklord

4. Optimizing Skillsets on Monsters

Lategame
Lasts until you die or reach day cap (for 1.5.7 : Day 15360, or in other words 0-500 early game, 500-1880 mid game, 1840 to 15360 late game, might have changed, havn´t tested yet)

Lategame Goals
1. To not die

2. Level Elizabeth

3. Collect Trials

Most common death reasons
(They are not ordered by which happens the most often)

1. No Source of Panic OR blocked by Immune, Panic is neccesary so that the heroes dont´randomly remove all of your Armor,Shield,Regen,Immortality, and yes they can remove all of those, aswell as to not get permablinded if you don´t play Blindsense i probably forgot a few other reasons for a Panic source

2. Picked wrong Trials

3. Didn´t finish setup / had problems somewhere in the setup

4. Too greedy with hatcheries/not enough battle rooms with good monsters

5. No runics or no other reliable source to destroy immune, goes hand in hand with reason 1, too much immune = no panic stacks = random one hits on any unit, it doesn´t matter if you have 10k immortality or 10, you are dead if you can´t remove all immune reliably

6. Not good enough skillsets on monsters (not enough CC) OR blocked by immune same as reason 1

7. Too much greed, especially early on

8. Wrong priorities